Patreon LINK.
Patch is finally here! I redesigned the "map" progression system and got rid of the random companion recruitment in place of something better. As you progress and unlock new maps, you will meet recruit-able companions in the process.
A lot of things got changed at once, and there is a non-zero chance that this patch wouldn't play nicely with older saves. If a problem arise (and you are using an older save), I encourage you to try it with a fresh save. Yes, you will lose all the progress in doing so and yes it sucks, but trying to maintain a lot of "legacy" stuff is very time consuming especially now that certain things are done quite differently than how they are implemented in this past. For this reason, a save-incompatible patch is coming up in the near future.
If you did a lot of work on the Tent area and wish to keep it, there is a mod that does this: https://www.reddit.com/r/enlit3dGames/comments/ct5u4x/players_camp_tent_area_mod/ .
Here is another mod, the Deep Cave mod which is a new map filled with lots and lots of goblins: https://www.reddit.com/r/enlit3dGames/comments/cs0gpm/new_dungeon_goblin_lair_deep_cave/
Changelog:
- Redesigned the dungeons
- you will no longer met potential allies randomly in the map "Dungeon"
- instead, you will met recruitable as you progress along the missions
- you will probably need to unlock the areas again
- may not work well with older saves, recommended to use a fresh save
- fixed portal in your Own Room not giving options on where to go
- fixed AI weapon switch crushes the game if the AI unit is unarmed
- you can no longer use construction items in non-safe areas. In addition, the game will issue a warning when placing objects in zones that are not saved
- the above is ignored if cheats are enabled
- fixed spawn units/props triggers are not spawning in correct locations in multi room dungeons
- changed the path separator in base game to '/'(Windows + Unix) from '\\'(Windows only)
- added unlockable zones in the location picker in form of ???
- added experimental support for up to 5 attackers for modded animations
- added simple nested folder handling inside a mod folder to deal with common issue where the folders are unzipped as data/MOD_FOLDER/MOD_FOLDER/stuff instead of data/MOD_FOLDER/stuff
- added manual button mashing - can be disabled in Options/Controls
- unique units now attack slower (but still faster than non-uniques)
- added new dialogue EXEC option: "MARK_CURRENT_ZONE_COMLETE" to mark current zone/map as completed in dialogues
- NPCs are now no longer attackable
- Finishing last floor of dungeon now takes you back to town instead of first floor of dungeon
- fixed game crush when changing zones while placed on a device
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.
Sunday, August 25, 2019
Saturday, August 17, 2019
Some Upcoming Features
1) Button mashing!
By popular vote, this feature is now in the game. In a situation that you need to escape, mash either LMB, RMB or the movements keys to fill the escape bar. This is on by default but you can switch it to "auto" button mash (the current system) under Options - Controls.
2) Nested mod folder handling
When you extract a mod folder, it is very easy to end up with the mod folder being nested inside another folder of the same name. For example, /data/mod_folder/mod_folder/.... The game expects the mod folders to be be in the form of /data/mod_folder/... and so it will give a "nothing is loaded" warning. In the next patch, the game will detect this common pattern and loads the mods correctly in nested mod folder. Hopefully this will decrease the amount of "why is the mod not working" problems.
3) Unlockables in the map selection menu
Another common question people have is "how do I unlock map X" or "are these all the maps in game" etc. And currently, it is hard for the game to provide an in-game answer to the question. Consider two maps, map A and map B. Currently there are meta data on map A that tells it to unlock map B. However, when looking at map B by itself, it doesn't know how it is unlocked either!
It was a work in progress in the past couple of patches to migrate to a requirement based system. Now, the game keeps track of which maps you completely separately. Maps may also have a new additional data, "mapPrereqs" that says exactly how and when the map is made available. Going back to the map A and map B example. Instead of map A unlocking B, now map A doesn't have to unlock anything. Map B has it own data that tells it it's requirements. And now, when looking at map B by itself, the game now knows how the player can unlock it.
As a result of this change, now, you will see "???" in the map selection menu indicating potentially unlockable maps.
What's more, is that when you select one of those "???"s, the game now tells you exactly how to unlock it:
BTW, this system is somewhat "smart" in that it will only show maps that you can unlock in the "near future." For example, after unlocking the first two "???"s, the selection menu will now show the next areas that you can unlock:
Finally, I am currently working on re-working the first couple of dungeons. I am going to remove the "randomly met a potential ally in Dungeon" mechanic, and instead make them recruitable allies that you met along the way.
By popular vote, this feature is now in the game. In a situation that you need to escape, mash either LMB, RMB or the movements keys to fill the escape bar. This is on by default but you can switch it to "auto" button mash (the current system) under Options - Controls.
2) Nested mod folder handling
When you extract a mod folder, it is very easy to end up with the mod folder being nested inside another folder of the same name. For example, /data/mod_folder/mod_folder/.... The game expects the mod folders to be be in the form of /data/mod_folder/... and so it will give a "nothing is loaded" warning. In the next patch, the game will detect this common pattern and loads the mods correctly in nested mod folder. Hopefully this will decrease the amount of "why is the mod not working" problems.
3) Unlockables in the map selection menu
Another common question people have is "how do I unlock map X" or "are these all the maps in game" etc. And currently, it is hard for the game to provide an in-game answer to the question. Consider two maps, map A and map B. Currently there are meta data on map A that tells it to unlock map B. However, when looking at map B by itself, it doesn't know how it is unlocked either!
It was a work in progress in the past couple of patches to migrate to a requirement based system. Now, the game keeps track of which maps you completely separately. Maps may also have a new additional data, "mapPrereqs" that says exactly how and when the map is made available. Going back to the map A and map B example. Instead of map A unlocking B, now map A doesn't have to unlock anything. Map B has it own data that tells it it's requirements. And now, when looking at map B by itself, the game now knows how the player can unlock it.
As a result of this change, now, you will see "???" in the map selection menu indicating potentially unlockable maps.
What's more, is that when you select one of those "???"s, the game now tells you exactly how to unlock it:
BTW, this system is somewhat "smart" in that it will only show maps that you can unlock in the "near future." For example, after unlocking the first two "???"s, the selection menu will now show the next areas that you can unlock:
Finally, I am currently working on re-working the first couple of dungeons. I am going to remove the "randomly met a potential ally in Dungeon" mechanic, and instead make them recruitable allies that you met along the way.
Saturday, August 3, 2019
V0.611 - bug fixes
Patreon LINK.
Changelog:
- fixed bug with command m_goto not ignoring zone accessibility setting
- fixed a couple of game crushes caused by trying to load savefile with mod stuff without the neccessary mod files
- fixed bug with allies not targetting the player on device in safezones
- fixed bug that cause changes to Your Room to not be perserved after loading from savefile
- fixed camera spazzing out when carrying a locked-on unit
- fixed a minor bug that cause your character to be knocked back when taking prisoner of a carried unit
- fixed a potential cause of crush when fighting against the Dark Fairy
- You can no longer "Use On" trap kits on allies.
Changelog:
- fixed bug with command m_goto not ignoring zone accessibility setting
- fixed a couple of game crushes caused by trying to load savefile with mod stuff without the neccessary mod files
- fixed bug with allies not targetting the player on device in safezones
- fixed bug that cause changes to Your Room to not be perserved after loading from savefile
- fixed camera spazzing out when carrying a locked-on unit
- fixed a minor bug that cause your character to be knocked back when taking prisoner of a carried unit
- fixed a potential cause of crush when fighting against the Dark Fairy
- You can no longer "Use On" trap kits on allies.
Thursday, August 1, 2019
[Public] v0.51
Download Link.
Here is the new public build. This is the same build as v5.092 Patreon except the version number change. Enjoy!
Heroine Rescue Team is a 3rd person squad based dungeon crawler. Brave into randomly generated dungeons, overcome deadly foes, discover secrets, find loots and treasures, embrace your trustworthy allies, or just convert enemies to do your bidding. Play as female, male, futa, or with strap-ons. Encounter flavorful situations, including M/F, F/F, selfies, tentacles, bondage and deviant devices. Customize your group: including a wide range of weaponry to choose from, individually swap-able and dye-able outfit pieces, adjustable body sliders for you and your companions. It is a highly moddable experience, with first class support for user made content and with over 50 user made H-animations already.
Here is the new public build. This is the same build as v5.092 Patreon except the version number change. Enjoy!
Heroine Rescue Team is a 3rd person squad based dungeon crawler. Brave into randomly generated dungeons, overcome deadly foes, discover secrets, find loots and treasures, embrace your trustworthy allies, or just convert enemies to do your bidding. Play as female, male, futa, or with strap-ons. Encounter flavorful situations, including M/F, F/F, selfies, tentacles, bondage and deviant devices. Customize your group: including a wide range of weaponry to choose from, individually swap-able and dye-able outfit pieces, adjustable body sliders for you and your companions. It is a highly moddable experience, with first class support for user made content and with over 50 user made H-animations already.
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