Patreon LINK.
It turns out that the new capturing system have quite a few conflicts with some mods. It can be pretty severe and prevents the game from loading all together. I had to make changes to the loading system and I believe those problems are now fixed in this version.
So unfortunately I didn't get to make as much progress on the new stuff as I had hoped. But it is what it is; fixing bugs is important and sometimes you just have to do those.
On the bright side, if new moves is what interests you, @SilverStud is currently working on porting moves from Heroine Rumble over to this game. And that's what the picture is all about. Here is another one for your viewing pleasure:
Those moves and more should be available as a mod sometimes in the future.
Changelog:
- fixed game crush when visiting merchant (.getRandomItem() bug that cause it sometimes to return null)
- game will now give a warning when trying to load an unknown unit uid in reserves/prisoners instead of crashing
- fixed unit duplication at end of battle (a certain function was called twice when prisoners are present)
- fixed end of battle incorrectly moving survivors in party to reserves
- you can now only "Customize Body Shape" on unique allies when in a safe zone.
- enforced the file loading order of weaponMovesetFiles -> weaponDataFiles -> itemFiles within the same mod folder
- itemFiles and unitDataFiles (and their dependencies) defined in _MapData are now loaded at start of game rather than on first map load
- fixed bug where map may be initialized before all props are loaded properly
- equipment data dependencies (eg. weaponData) are now lazily evaluated at first use of item rather than during file load
- extended "survive_wave" objective in MapGen to work for maps composed of more than 1 rooms
- improved a couple of warning messages
- duplicate warning messages are now ignored
- default key binding for hotbar slot#10 is now bound to "0" rather than non-existent "10" key
- portal types in non-safe areas now defaults to leave the area instead of selecting where to go (this meant that capture via carry should work)
- fixed infinite potion bug via Combat Trainer
- added new map modding action: enable/disable map zones
Dev blog. Currently working on a party based tactics dungeon crawler/rogue like! Inspired by Divinity Original Sins and Darkest Dungeon!
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.
Tuesday, May 28, 2019
Wednesday, May 22, 2019
V5.084 - fixes
Patreon LINK.
This is a mostly a bug fixing patch fixing the lewd moves delivering much less damage to enemies than intended.
I also made changes to the loading system to accommodate for the new weapon stats modding. So please let me know there are bugs during loads and/or with mods!
Changelog:
- attempted a fix at hidding the taskbar in fullscreen mode
- fixed bug with cumming not delivering damage to enemies
- fixed a crush at end of battle Zone ("uid of undefined")
- reduced the firerate of ranged AI units
- modding: you may now create weapons with custom WeaponData (damage, reach, etc) and Moveset (animation)
- see /data/_base/weapon_datas.json and weapon_move_sets.json
This is a mostly a bug fixing patch fixing the lewd moves delivering much less damage to enemies than intended.
I also made changes to the loading system to accommodate for the new weapon stats modding. So please let me know there are bugs during loads and/or with mods!
Changelog:
- attempted a fix at hidding the taskbar in fullscreen mode
- fixed bug with cumming not delivering damage to enemies
- fixed a crush at end of battle Zone ("uid of undefined")
- reduced the firerate of ranged AI units
- modding: you may now create weapons with custom WeaponData (damage, reach, etc) and Moveset (animation)
- see /data/_base/weapon_datas.json and weapon_move_sets.json
Friday, May 17, 2019
V5.083 Vines and Strap-ons
Patreon LINK.
Another build is here. Fixed a rather critical bug with the battle zone that may cause your allies to disappear or be duplicated.
A new feature is the strapon item. This is an equitable item that will allow you to use male moves to others. When it is removed/damage, you are are vulnerable to moves targeting females. So almost like a less permanent futa-potion.
Speaking of futa potions, I decided to change the initial items in the Tent box. Instead of farming tools, you will have 1 copy of each sex-change potion + strapon in there so you can immediately start the game with the orientation you prefer. Like I mentioned before, I am going to depreciate the farming features in the game and I may bring it back in a different game in the future.
Finally, I been working on the vines/tentacles. The first ability implemented is a vine snare/cage move where one character summons a bunch of vines that erupts from the ground and snares the target. If caught, the target is snared for the duration. (ATM, this is implemented the same as if you were placed on a device).
A tentacle-only sex move isn't quite ready yet because all the possible different body sizes complicates things. That's something I'm working towards.
Changelogs:
- added new item type: Strapons. This is an equipment that can be worn on the "bot" slot. When equipped, it gives you access to male moves
- added a new move to Plant Girls - vine ensnare: summon vines at target character, ensnaring her and prevents movement
- fixed possible duplication/unit disappear bug in Battle map zone
- Command Point gain from levels increased from 0.2/level to 0.333/level
- renamed the stat "Deflection" to "StaggerResist" to better indicate what it does
- the stat WILL now grants 1.5 StaggerResist per point instead of 1
- updated stats tip to reflect the fact that INT currently does nothing
- friendly move practices should no longer be fatal
- the Town area is now considered a safe zone
- changed the starting items in the "Tent" box to give 1x of each sex change potion + a strap on (only on new saves)
- added invisible barriers to the walls in the "Woods" map
- containers in dungeon are more likely to drop consumables
- increased chance of obtaining magical items
- removed "New Map", "Load Map", "Save Map" buttons in terrain_editor. Use [m_create], [m_load] and [m_save] commands instead
- Talia and Commander in town now sells reset exp potions
Saturday, May 4, 2019
V5.082 - Battle map and more fixes
Patreon LINK.
Thanks for the bug reports, here is another round of bug fixes. I also brought back the old "Forest" map as "Battle." But unlike the old map, you now get reinforcements from your reserves! In addition, there is now a teleporter in the middle of map once you have defeated the entire enemy party. Note: this version is significantly harder than the previous.
Changelog:
- fixed bug where its possible loot temporary equipment (such as dildos) from defeated opponents
- fixed crush ('g' of null) (different cause than v5.081 fix)
- fixed rare crush when opening ally's equipment via dialogue ("K" of null)
- added warning for when modded dungeons is trying to place undefined props
- allies should participate in N-somes when initiated by player in safe zones
- removed "Village" zone from game, use the new "Town" zone instead
- added a link to the reddit mods page on main menu
- fixed bug where you can carry hostile unique units out of current zone
- Added a new "Battle" test map zone (the previous "Forest" map. NOTE: this map uses your party + reserves!)
- game will no longer save generated placement items (eg. from [builder_mode])
Thanks for the bug reports, here is another round of bug fixes. I also brought back the old "Forest" map as "Battle." But unlike the old map, you now get reinforcements from your reserves! In addition, there is now a teleporter in the middle of map once you have defeated the entire enemy party. Note: this version is significantly harder than the previous.
Changelog:
- fixed bug where its possible loot temporary equipment (such as dildos) from defeated opponents
- fixed crush ('g' of null) (different cause than v5.081 fix)
- fixed rare crush when opening ally's equipment via dialogue ("K" of null)
- added warning for when modded dungeons is trying to place undefined props
- allies should participate in N-somes when initiated by player in safe zones
- removed "Village" zone from game, use the new "Town" zone instead
- added a link to the reddit mods page on main menu
- fixed bug where you can carry hostile unique units out of current zone
- Added a new "Battle" test map zone (the previous "Forest" map. NOTE: this map uses your party + reserves!)
- game will no longer save generated placement items (eg. from [builder_mode])
Subscribe to:
Posts (Atom)