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.

Saturday, June 29, 2019

V5.092 - bugfixes

Patreon LINK.



Changelog:

    - fixed quest prerequisite check <DONE_QUESTS> not working properly

    - fixed bug with vine animation not restarting after orgasm

    - fixed crush when opening door of boss arena in Woods (Ng is not a function)

    - fixed bug with foe units no longer gets converted when placed on devices

    - fixed another rare crush loading enemy unique units due to save file corruption

    - Added mouse sensitivity settings under Options - Controls

Wednesday, June 26, 2019

V5.091

Patreon LINK.

Patch is here.

I forgot to mention in the preview that I added a new merchant in town. She specializes in newly added items that doesn't really drop from anywhere else. You can expect her inventory to change from patch to patch.


Otherwise, the meat of the patch is in the final boss in the Woods area. If you want a shortcut to her, open the console and type the following: m_goto "woods_boss". (without the .)

Changelogs:

    - Fixed bug that cause units to disappear if you load a save with CP > CP_LIMIT. They are now placed into reserves.
    - Fixed CP for units not updating correctly upon leveling
    - Fixed a possible cause of crash "e.has is not a function"
    - Fixed a infinite $ bug by repeating the Goblin Capture quest
    - Fixed issue with bandit_axe left attack have wonky hit box (problem is the swing animation was too fast)
    - Added new equipment: "angel_wing"
    - Added new equipment: "demon_tail"
    - Implemented 3 new vine/tentatle moves (that should work for +/-30% to the standard body size)
    - Implemented new Boss at end of Woods stage (actual boss with several new abilities and not a regular unit with super stats)
    - Added experimental modding command "export_unitdata" for exporting the player unit data. You can use this to tweak a unit using in-game tools and
    -   then use this command to generate the json output to be used in unit_data.json.
    -   NOTE: you will need to adjust the stat of the unit manually after pasting.
    -   eg. export_unitdata "MY_UNIT_ID"
    - Fixed bug that caused non-unique range units to fire faster than intended
    - Added a new object interaction type: Rest -> this fully heals the party, without teleporting the party to the starting zone
    -   Can only be used once
    - Patched a savefile data corruption problem causing impact damage to cease working after visiting town
    -   I don't know what caused the data corruption at the moment, persumeably due to bad weapon data somewhere.
    - Added a new merchant in town that sells items that are recently implemented to the game, but can't be found in game
    - Fixed bug with "m_load" sometimes not loading units correctly
    - Fixed bug with slaver npcs not showing up
    - Fixed bug that caused dungeon generation to fail for dungeons with 1 or 2 rooms
    - Fixed a couple bugs from v5.09



Saturday, June 22, 2019

Almost Ready


If you are wondering why the next patch took so long, look no further than the picture below. I’ll admit, I don't have experience animating tentacles, so that took some trial and error in blender to model, rig and animate them. That wasn’t too bad. The problem is, how to make the tentacles animations work for different body sizes. And that took a while. But it is done, functional, and you will see them in the next build.


The vines animations were finished by the end of last week. And I went on to implement the boss for the Woods stage. She’s more or less done now. She’s a “real” boss with a couple completely new abilities. I want to open this post for public so there wouldn’t be NSFW previews here. But suffice to say, she utilizes the new tentacle/vine animations well. :)

What’s left to do is the boss arena and a couple other loose ends. Normally, I can work on them over the weekend and release the patch when it’s ready. However, I am going to be busy this weekend and I don’t know if I will find time to work on it. If not, expect the next build to be out early next week, or if I can find time, maybe sometimes during the weekend.