Description

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Get the latest builds: Patreon.
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Public Version for Heroine Rescue Team (v0.51): Here.
Download for Heroine Rumble is at the Heroine Rumble page.

Monday, December 24, 2018

v4.9.31

Patreon LINK.

Took a while to track down an elusive bug. Plus the fact that I was pretty occupied with IRL stuff so this bugfix patch is a little late.

I also found another bug that caused the chance of meeting recruit-able allies to be wayyyy lower than intended, so that one is fixed now. Also scaled the spawn chance base on dungeon size (strictly higher than before),

There is also a pretty major feature in the works, but I doubt I can get it to a working state in December, so that'll be the goal for January. More info to come.

Otherwise, this is probably the last patch for 2018. Thanks everyone for their support and keeping me employed. Hope everyone have a good holiday and happy new years!

Changelog:

        - freeing from devices now launches the unit a bit further to help prevent unit from dropping inside the device
        - conversions now triggers "unit_defeated" event. For purposes of opening boss doors and etc.
        - fixed a bug with different hotbar pages not updating properly
        - fixed a bug with device-grabs attackers have incorrect orientation
        - traps and other props should no longer spawn in the exit portal room
        - modding: added <EXEC>ENABLE_ZONE(id, bool=true) dialogue command to enable/disable zones. Eg. "<EXEC> ENABLE_ZONE('Bandit Camp', true)"
        - added 7 new hairs, 3 for girls and 4 for boys (but you can use them now if you wish)
        - "lootbags" now have higher interaction priorty and Devices have lower interaction priorty
        - fixed bug that cause chance of meeting recruitable ally in dungeon to be far lower than intended
        - increased chance of meeting ally in larger dungeons (scales based on # of rooms up to about 80%)

3 comments:

  1. Hello.

    I love this game. I have some suggestions and ideas.

    1) I'd like to be able to rename my companions. They're cool, and it's fun to change them to be unique and different, but that should include their name.

    2) Companions shouldn't rescue each other in the home hub, It's a default AI, but it can interfere with stuff when you're experimenting or playing around.

    3) On that note, it could be fun to be able to have companions practice their moves on each other in the home hub.

    4) The "command points" system makes some sense, but it gets in the way of fun a little more than it helps the game - you want to take a full contingent of companions along with you when you explore dungeons, but that means spending all your level up points on charisma, at the cost of everything else - and then if you level up a companion, their cost increases and you can't bring them along any more - which is sad when you don't have more points to spend on charisma.

    I'd recommend either removing command points entirely, or having your available command points scale with level, so at levels 1,3,5,7,9 you can take 1,2,3,4,5 etc companions along with you, and just have a simple system like that.

    If you want something cool for charisma to do, then reducing shop prices and increasing your own sale prices would be a good use for charisma.

    5) It'd be perhaps more fun if the companions had more varied designs as you find them, rather than all the base model, have one bunnygirl, one knight, one witch etc as you go. (Not a big matter)

    6) It's a difficult set of assets to get, but if you had maybe three or four different voices the characters could have, it'd be *really cool*

    ---

    Those are the major changes I'd recommend.

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  2. Happy New Year!
    Can't wait to see what will happen with the game in 2019.

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  3. I would also say the command point system needs to be reworked. Also it would be helpful to be able to repair your equipment in the dungeon, either through a repair station or via dropped materials.

    ReplyDelete