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, April 26, 2019

V5.081 - fixes and tweaks

Patreon LINK.

Changelog:

    - fixed crush ('g' of null)
    - fixed crush (686:299)
    - added a WIP main menu
    - all default /data/ folders now begins with "_" to help differentiate between base game and mods
    - added a new NPC in Town that sells furniture
    - tied up units around the teleporter will enter the capture prompt in addition to unit carried on the shoulder
    - movement speed while carrying increased from 33% of base to 50%
    - added 2 new cheats (need $10 tier to use):
        - [love_futas]: override all non-unique unit data to be futas
        - [builder_mode]: >>REPLACES<< inventory with building tools. Not recommended for regular gameplay use

Sunday, April 21, 2019

Patreon v5.08


Patreon LINK.

V5.08 is here! The big feature in this patch is the new Party Management System that allows you to "store" and "take" units. Along with it, it is now possible to capture enemies and take prisoners. The following actions have a chance of capture: carrying a tied up unit to exit portal, finishing enemy with H move, and converted units via devices. Note that only non-unique units can be captured.

Hopefully everything works, but I look forward to the probable bug reports.

Changelog:
    - removed "Forest" area as it is currently causing bugs with the new Zone system
    - fixed the floating white triangle problem with "bee_set_arm"
    - fixed issue of BeeGirls not spawning with antennas
    - fixed more pathfinding issues
    - added a new Survival/Waves of Enemies map
    - added a new manual to clear all abilities known.
    - fixed some potential issues with the Combat Training Map
    - fixed crush at end of Combat Training if Locked-On is used
    - "Combat Training" map is now accessed by talking with the Commander in Town
    - added a new "Town" area that will replace the "Village" map in the future
    - added a "Survival" map with waves of enemies
    - added storing/take party members - talk to innkeeper at new Town map
    - default price for weapons reduced from 400 to 200
    - you may now initiate move practice on any party members (including non-un) in the "Camp" map
    - it is now possible to capture non-unique enemy units, the following actions have a chance of capturing:
        - carrying to portal
        - finish enemy with H move
        - converted unit via devices
        * some old unit designs may not be captured due to lacking "uid" parameter
    - you may now sell captured units with a NPC in the new Town map
    - you may now try to convert captured units to permanently join your party with a NPC in the new Town map
    - "Goblin Capture" mission can now be started via talking to the Researcher in the new Town map
    - added a [Next Page] and [Prev Page] for selecting where to go when there are many options

Thursday, April 18, 2019

Patch Preview



The Village map only had 2 NPCs, and every new feature was crammed to either one of them. As a result, it can be easy to miss game features because it is so overwhelming. In the new hub area, the goal is to have many NPCs, but each with their theme and specialized function. So it is move obvious on which type of goods/service each NPC can do for you.


The second new map is a survival/waves scenario. There are waves of enemies. Upon defeating all enemies of a wave, the next wave will commence, after a short delay. Once you defeat all the waves, a teleporter will spawn in the center and you can leave the area.

I tried to make it an easy format for modders to modify and extend, so this can be an quick and easy for modders to bring custom enemies into a map.


Finally, I been working on the ability to manage and "store" units in the last couple of days. Originally I was going to do this a bit later, but there are reports of duplicated units, and I feel like might as well start fixing the root of the problem.

This should lead to a couple of features (not of all of them will be included in next patch), such as:

  • Store units for later use instead of dismissing them
  • Capture and imprisonment, and all associated features
  • Bigger "battles", with reinforcements from the reserves, and the victor being decided only after the enemy reserves is depleted
I am still determining how to handle the units "stored" in Camp versus the new Reserves system. Kind of complicated to explain, but I am leaning towards removing the old "units store in camp" system all together in favor of the new Reserves system. I will add a special check to allow for the "practice move on/by" dialogue with party members when the player is in the Camp so that functionality is still there. However, this does mean you will need to find allies currently stored in the camp again (since that will no longer be loaded in the new version).