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.

Sunday, March 31, 2019

v5.07

Patreon Link.


New build is here! Had some issues with the compiler not cooperating which led to a bunch of unpleasantness. The new map is here along with the new unit/outfits.

I am also working on a Endless/Survival Mode, as that seems to be a rather common suggestion. But that will be for next patch. Another thing I been trying to do is to have more data files in the /data/ folder, because the modding "scene" seems to have grow a bit and having more references is always beneficial.

We also have a modding repo/release site here: https://www.reddit.com/r/enlit3dGames/. Check it out if you got the chance.

Changelog:

    - fixed a possible loading crush when loading <v4.x saves
    - added new weapon class - rapiers
    - added new side mission/tutorial "Combat Training" - accessible at start of game
    - added new map "Woods" - be prepared!
    - added 3 new enemies: bee girl, elf girl and plant girl
    -   each with their own new lootable outfits
    -   plant girl is not quite done
    - the maps "Goblin Camp", "Goblin Capture" and the new Map are unlocked after completing the map "Dungeon" level 2
    - added a couple error msgs for when modding goes wrong

Saturday, March 23, 2019

Patch preview

Build's not ready yet. So here is a sneak peak of what I am working on and what you can expect on the next build.


Added a combat tutorial/training side mission that tries to explain the basics of the combat system. The environment might look different in the patch/changed in the future - I'm more focused on the scripting side of things atm.

Next thing I want to add is an entire new zone. Let's call it Woods. (Since Forest is taken) It features new unit types.


The first is "Plant Girl" (Yes I know there are alternative names but not everyone is familiar with them). There are ranged attackers. Eventually I want them to attack using vines, but that's probably not going to make it in the next patch.


Next is "Bee Girl." Not really happy with how they are swinging their "stingers" like swords. So I decided to add a new weapon set - rapiers, that features thrusts. Havn't started on that yet so that will take some time.

A note on monster girls. Monster Girls are a "combination" of monster and girl. And one could choose to lean more on the monster side of things, or on the girl side of things. As for me, I like to lean more on the girl side of things since Monster Girls may not be for everything.

Another common inhabitant of trees and forests are elves (in fantasy games at least). And here they are. As expected, they prefer range and uses a lot of archery. This is an "Elf Apprentice," the lowest tier unit of the elf race. Expect to see higher tier units in the future.


Finally, I discovered there is a pathing issue regarding thin objects like the steel fences in Goblin Camp. Some people reported that units tends to get "stuck" on them (thanks for the reports!). It's actually a pathing problem. I tracked down the problem and I know what causes it, but so far, I don't have a good solution.

A workaround for now is that if you see your followers get stuck on these thin objects, move to the same side of fence as the stuck units and give a follow command. Once they are no longer right next to the fences, pathing should resume to work.




Sunday, March 10, 2019

v5.06

Patreon LINK.


New build is here. Couple of highlights.

The first is a new area/side mission that introduces players to the restraining mechanic. I think what the game lacks the most atm, are better in game tutorials that demonstrates and explains various game mechanics. So that's what I'll be focusing on making first. This mission is probably fairly easy if you are already familiar with the game. And that's okay. It's meant to be one of the earlier missions that players can take part in.

Right now, it is a stand alone kinda thing, repeatable if you want, but you can imagine eventually, I'll string a couple of these missions together into one quest chain.

The second cool feature is that I added support for temporary objects during grabs. Such as dildos. And using this feature, 2 new moves are added into the game: "h_dildo_tease" and "h_dildo_step."


Also did some balance adjusting. The fact that the game uses a shared global ammo pool is a constant source of confusion. So I thought about a couple of ways to handle this. And I think the simplest and perhaps the most effective is to just give ranged weaponry infinite ammo. I don't think they are so strong that they must be constrained by ammo. Adding an ammo item type is certainly do-able but I don't think it does much to the game beyond minor money sink and inventory management. So infinite ammo it is. However, the flasks are very powerful and I think it's still correct to limit their usage.

I felt the heavy 2hander weapons are a little too strong, with BiS damage, stagger, reach and cleave. So I think its necessary to tone them down a little. So their damage got reduced but keeping their characteristic stagger and cleave intact.

Finally, added BGM music volume controls and keys rebinding. There were quite a few people having trouble with the ` key to open the console so hopefully this key rebinding will solve that problem.

Changelog:

    - added BGM music volume option under options-sounds
    - fixed game crush when changing zones while restrainted on a device
    - added key binding customization under options - controls
    - removed the controls display list on left of screen
    - fixed bug that cause NPCs to stop refreshing inventory after a few playthroughs
    - ranged weaponry now have infinite ammo. (flasks still use the same global ammo pool)
    - reduced damage of heavy 2handers by ~20%
    - grasses are back! with a new implementation
    - grab animations can now use temporary equipment (eg. dildos)
    - added 2 new grabs - "h_dildo_tease" and "h_dildo_step"
    - added some checks on save to prevent unique unit duplication
    - fixed game crush due to bad data on "whitestuff_face"
    - non-uniques foes no longer break free from restraints
    - implemented spawning waves for new Map system
    - implemented a new side mission