Patreon LINK.
V4.9.12 is here! Mostly to fix the game crush on hair change / certain items. In addition, I found the Godness Boss ("Dungeon" floor 3) to be lacking. The strategy against her usually involves trying to get her stuck in grabbing ally loop. Since that no longer work as well as before, she is now overbearing. So instead, I added a new "mini-boss" at the end of floor 3. She got a few tricks up her sleeves, you'll have to find out yourself :).
Changelog:
- fixed crush on clicking on empty equipment slot
- fixed crush when clicking on hair during hair change
- fixed sound sliders not showing up in options
- fixed crush on equipping certain items
- disabled Bloom & switched to MSAA instead of FXAA
- redone the "boss" fight at end of Dungeon Floor 3.
Dev blog. Currently working on a party based tactics dungeon crawler/rogue like! Inspired by Divinity Original Sins and Darkest Dungeon!
Description
Live Chat: Discord.
Get the latest builds: Patreon.
Get Mods here: Reddit.
Public Version for Heroine Rescue Team (v0.51): Here.
Download for Heroine Rumble is at the Heroine Rumble page.
Tuesday, November 27, 2018
Friday, November 23, 2018
V4.9.1 - QoL Changes!
Patreon LINK.
New build! This is mostly a patch including a bunch of quality of life changes that I wanted to do for a while.
Changelog:
- fixed a crash when coloring some specific items
- increased the number of rows in dye UI from 16 to 24 (more Hues to pick from)
- fixed bug in quickbar where it sometimes incorrectly swaps unique items
- increased the duration of grabs across the board
- added buttons to open mod folder and saves folder under Options-Other
- falling to the abyss (most likely via disabling collision) will now only reset Y coords
- implemented experimental in-game-console. Open with ` key once enabled in the options. Doesn't do much, yet.
- implemented SSAO, Bloom and FXAA graphic effects (can't be turned off atm)
- added Gamma settings to Options-Graphics
- AI without "Carry" will now grab restrained units instead of doing nothing
- AI will now engage in grab/carry etc more aggressively - hope this doesn't cause other problems
- reduced the HP and stagger values of the big Futa claw unit
- it is now possible to find potential allies in all zones instead of only "Dungeon"
- Barbarian girl unit is no longer unique
- finishing off enemies with lewd gas no longer gives bonus EXP
- new games: instead of having most dungeon zones available at start, now only "Dungeon", "Village" and "Tent" are available at start of game
- "Goblin Lair" is unlocked in "Dungeon"
- "Futa Floor" is unlocked in "Goblin Lair"
- "Ludas Lair" is unlocked in "Futa Floor"
- this is to give some time to the player to build up their gear/EXP before tackling the harder zones
- fixed some bugs with the floor progress not tracked properly
- significantly increased the drop rate of dyes and potions in dungeons
KNOWN ISSUES:
- possible to get stuck when released from a device that is placed near walls
- possible for devices to block doorway in dungeons and prevents progress
New build! This is mostly a patch including a bunch of quality of life changes that I wanted to do for a while.
Changelog:
- fixed a crash when coloring some specific items
- increased the number of rows in dye UI from 16 to 24 (more Hues to pick from)
- fixed bug in quickbar where it sometimes incorrectly swaps unique items
- increased the duration of grabs across the board
- added buttons to open mod folder and saves folder under Options-Other
- falling to the abyss (most likely via disabling collision) will now only reset Y coords
- implemented experimental in-game-console. Open with ` key once enabled in the options. Doesn't do much, yet.
- implemented SSAO, Bloom and FXAA graphic effects (can't be turned off atm)
- added Gamma settings to Options-Graphics
- AI without "Carry" will now grab restrained units instead of doing nothing
- AI will now engage in grab/carry etc more aggressively - hope this doesn't cause other problems
- reduced the HP and stagger values of the big Futa claw unit
- it is now possible to find potential allies in all zones instead of only "Dungeon"
- Barbarian girl unit is no longer unique
- finishing off enemies with lewd gas no longer gives bonus EXP
- new games: instead of having most dungeon zones available at start, now only "Dungeon", "Village" and "Tent" are available at start of game
- "Goblin Lair" is unlocked in "Dungeon"
- "Futa Floor" is unlocked in "Goblin Lair"
- "Ludas Lair" is unlocked in "Futa Floor"
- this is to give some time to the player to build up their gear/EXP before tackling the harder zones
- fixed some bugs with the floor progress not tracked properly
- significantly increased the drop rate of dyes and potions in dungeons
KNOWN ISSUES:
- possible to get stuck when released from a device that is placed near walls
- possible for devices to block doorway in dungeons and prevents progress
Monday, November 19, 2018
Wednesday, November 14, 2018
V4.9 Dyes!
Patreon LINK.
Dyes patch is here! One of the first uses of the modding system is different colored items, but that is probably not as easy to use as an in-game system. So here it is! As with every x.x.0 patch, expect potential bugs & crushes!
Changelog
- Added dyes! for coloring equipment. Check previous post for details.
- fixed an infinite consumeable bug
- applied the rounding item stack to 1,000s, 1mils etc to all item types instead of only on gold because why not
- equipment with enchant level or dyes now have a blue icon instead of white
- relaxed the move compatibility for futas a bit more, now cowgirl position can be used by futas
@Mike W released "The Goddess Armour" set on discord, which is shown in the picture. You can get it HERE. The default color is mostly black & white but I want to demonstrate that they are colorable as well. Here are the default colors:
Introduction To Dyes
Dyes / in-game coloring of equipment is almost here! This post will briefly go over how it works.
Let's talk a bit about the design goals for the coloring system. I think the following characteristics are important:
- The color picking process must be preview-able, which means the player should immediately have feedback on what the new color looks like before finalizing the decision.
- The system must provide means to "cancel" changes and "remove/restore" to default "color."
- A better way to present the color choices would be ideal. The effects of adjusting slider values may not be intuitive.
- Internal implementation wise, I want a heuristic/algorithmic system to determine which slot/material on an item is color-able, to play well with custom items and reducing manual labor required to assign which slot/material are colorable-able in the game data files.
- Finally, this may be a bit controversial, but I want there to be some cost associated with coloring. The reason is "dyes" is a very "safe" reward to give out to the players that doesn't influence balancing for future content. It's the same reason why the level is currently softcapped at ~20 or so, so people don't get to insane levels and I would have to add higher and higher level enemies to compensate. (HR had that problem with the challenge fights have to have insane level opponents as some people grinded to insane character levels.)
Here is how it works:
There will be an new item type, "dyes." That currently cost 200 each. You do not use it directly, but rather, it is consumed when applying new color:
In the equipment window, right click on an equipped item to bring up the coloring UI:
This window, along with most other UI windows, are moveable via dragging. To do so, click down near the top of the UI window, hold and move, and release the mouse button in a more desirable location:
The slot1, slot2... buttons represents the different slots on an item that is colorable. A item may have anywhere from 0 to 5 colorable slots. This coloring window will only show the adjustable ones.
Click on the color icons to change the color.
The "Cancel" button restores the color state for that slot to the state it was at the previous "commit."
The "Default" button removes the dye and restores the color for that slot to the default.
If a different color is picked, then when the coloring window is closed (via X button or Esc key) or when a different slot is picked, then it meant that the player intent to commit the color change. Coloring a slot in a item to a different color will consume 1 dye, which is taken from the player's inventory.
Note, that clicking on different color slots, without committing, do not consume dyes. There is a notification message on the bottom right whenever dyes are consumed.
You can dye outfits on allies with the same method:
Note that dyes is a property on the item, and not on the character (like it was on HR), and the items can be swapped around:
P.S.
The color table is generated via HSL values. Going down the rows changes the Hue, and going across the columns changes the Lightness. Saturation is always at 100% as different colors of gray isn't that interesting imo. The top row is a special black to white row.
I haven't researched a better way to generate the color tables so I am more or less winging it. I can definitely increase the resolution, meaning more rows or columns but even just it is currently, I feel most of the interesting colors are represented there already.
Thursday, November 8, 2018
v4.8.4 Conversions!
Patreon LINK.
This is another "small" patch with the primary goal of fixing a game-ending bug. The next "major" feature I am working on is equipment dyes, but that one may introduce more bugs so I want to get this patch out of the way first. More information on dyes to come!
Changelog:
- Added experimental feature: conversions!
- finishing off a non-unique enemy using devices will cause the unit to fight for you temporarily
- the converted unit only lasts for that particular dungeon floor/encounter or until ko ed
- converted units do not cost CP
- (not really tested thoroughly, hope it works :D)
- Added a team marker for allies (green triangle on top of head)
- fixed a possible game freeze on entering new dungeon
- fixed bug that cause characters to speed up when adjusting sliders under certain conditions
- fixed a couple issues related to AI & devices & pathfinding
- futas are treated as having both pussy & penis for purpose of grab move selection
- (this could have animation clipping problems, havn't tested with each move individually)
- restraints on non-unique enemies now last for 60 sec (from 20 sec)
- AI: will not initiate grabs on enemies when on escort command
- AI: allies will no longer interrupt restraint attempts on other allies
- AI: allies will now help other restrainted allies as well
Sunday, November 4, 2018
V4.8.3 - New moves!
Patreon LINK.
Made a couple of new animations while waiting for bug reports to prop up. Made 3 in total, 2 for when the attacker have a penis and 1 for no penis. I noticed that the game have a lot more penis moves than non-penis ones, yet the majority of the enemies are female. Hmm...
Changelog:
- fixed carrying animation problem
- fixed a possible crush (Nh of null)
- fixed a bug where sometimes units in party will teleport to grab foes on devices
- will now round the currency display to the nearest thousand or million instead of displaying the whole number
- fixed bug that item description sometimes incorrectly uses ally's stats to calc damage instead of the player
- halved the HP of barbarian unit as she is a bit too tough with medium armor on starter weapon/stats
- friendly sex no longer deals corruption (purple) damage
- added 3 grab animations, 2 requiring a penis and 1 without
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