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.

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

10 comments:

  1. Have you corrected the error that the goblins and enemies have no penis when they are not having sex?, you have changed the vaginas for more detailed and open when you insert the penis?, you have improved the quality of the semen to make it look prettier? , have you removed the camera is anchored to a point of the character and only lets you rotate around when you are having sex?

    ReplyDelete
  2. Is there a way to adjust the position of the camera when changing the player character's height? Maybe a console command? Thank you in advance!

    ReplyDelete
    Replies
    1. Thanks!
      Also just wanted to say that the game is pretty great. Hope it gets even better and more popular in the future.

      Delete
    2. I can only promise the former, I hope for the latter but that seems rather unlikely haha.

      Delete
  3. Enlit i've got a question. What is the design idea behind the stamina bar? I mean, what's its purpose? Sorry if this question is too personal, offensive or has already been answered.

    ReplyDelete
    Replies
    1. Sure, I find design questions much more interesting than "where is the save" and "how do i cheat" type of questions.

      I think action games could benefit from some kind of short term resource management and/or limitation. For example, the cooldowns in MOBA/MMOs, ammo and reloading in FPSs, and stamina in soulborne games.

      This short term resource management is important for several things:

      1) breaks monotony. Players tend to dislike repetition. Having this stamina forces the player to mix up their routine and tactics. For example, in FPS, you have the intense shooting portion and the lull portion hiding in cover to reload. In SoulBorne, it forces the player to stop attacking (and stunlock) enemies and have to react to enemies's moves.

      2) balancing options. For example, rolls in this game is extremely strong, with pretty much full i-frames during the entire animation. If stamina is not an option, then it needs to have a cooldown? But that just feels worse. I always hate the idea that heavier armor slows you down. So in this game, instead of movement speed / action speed penalty, heavier armor just increase your stamina cost. Naturally, if you want to be proficient in heavy armor, you could increase your CON which gives more stamina. And just this simple system give way to different play styles and builds.

      3) This is similar to point 1, but stamina also makes the AI more dynamic. They have an aggressive phase when they have stamina and a defensive phase when they spent all their stamina. This may have the effect of making the AI feels more "alive." I feel this is particularly important when facing against groups, that the AIs wouldn't continuous swarm the player, but have to back up eventually and allowing the player to react.

      Delete
    2. Well that explains a lot. Another question, how moddable will you game be? I mean, when it's done what is the extent to which someone can change it? (i.e. you can completely alter game mechanics, you can modify some stats, you can add animations in etc.)

      Delete
    3. Altering game mechanic is very broad so it depends on what you mean by that. Currently, the game does not expose any scripting capacity (nor do I plan to) so you cannot create new behavior. However, you can do a lot already. You can modify and create new units with different stats, known abilities, outfit, etc. You can add animations/grabs. You can add new models, tiles, new items and equipment. You can create new environment and maps. You can define and create new dungeon parameters to generate new playable zones. You can change/add dialogue for npcs, and add/modify quests.

      Delete