New build is here! I admit, the new mapping system took longer than expected, but hopefully that's behind us now. Now its the time to reap the fruits of hard labor. Over the next couple of patches, I'll be adding things that's reliant on the new mapping system.
I really want to get a build out before the end of Feb, so here it is. The "big" feature of this patch is an entirely new area, the "Goblin Camp" (Not to be confused with the "Goblin Lair" using the old dungeon system) Here a picture:
And an aerial view:
You might notice the "Objectives" section on the top right. That's something new too. I started to work on the story portion of the game and I want to have different mission types, for example, "scout", "rescue", "defend" and so forth.
This Goblin Camp is probably going to be part I of a mission chain. The story goes that an army of particularly mean goblins are capturing and imprisoning innocent villagers, and being a general nuisance. But their numbers are too great for a direct assault and you must find alternative paths to victory. One day, when the main raiding group is out, you (and your group) sneaks into (parts of) the camp and try to do as much damage as possible before gtfo of there...
Speaking of the story, I am working on a total revamp of the village. Since the initial appearance, there are lots of features that were added. Futa potions, male potions, restraints, dyes, etc etc. And most of those things are placed on Alchemist-Chan. And because of that, she's kind of a mess, unfortunately. So a more gradual progression is required, where those things are unlocked incrementally. For example, perhaps the blacksmith is kidnapped by the Goblins and you have to rescue her. Then she tells you her friend is missing, and so forth.
Also, I am going to abandon the farming and breeding mechanics. The farming will be left as it is but it wouldn't be required for anything. For (the non-existent) breeding, I feel that's better left for another game. The only major features that a guarantee at this point is a party management system with basic prisoners/slaves similar to Mount and Blade. All remaining efforts will be mostly devoted to content creation. I want to add more grabs, different (dungeon) zones, different races, more outfits and weapons, etc. I feel the feature portion of the development has gone on long enough and it's time to focus on utilizing those features to make the game fun and exciting rather than keep adding more features.
Changelog:
- added a "noPenis" targetPart/usingPart param for moves
- threesomes should work now (again ~.~)
- fixed hair color sometimes not updating when changing it via sliders
- fixed game crush when recruiting unique units to camp after a save
- in the "old" dungeons, despawning units will no longer block locked doors progress
- it is now possible to "preplace" grab states in dungeons
- added new zone: Goblin Camp
- implemented dungeon objectives system
- fixed an AI dead-lock when trying to grab restrained units under some circumstances
- added a couple of workarounds for AI pathing
- ranged attacks now takes no stamina (so AI will run less often into walls trying to "backup")