Patreon LINK.
This is a small bug fixing patch that fixes some bugs with v0.64.
There seems to be an issue with the game stuck at loading bodyMeshNAnim for some people. I spent the last two days looking into this issue and examined various saves/mods/etc and I wasn't able to replicate it here on my local machine. So still not sure what that is about.
Changelog:
- fixed bug that cause NPCs (such as recruitables) to not appear in dungeon
- fixed a bug that cause the bgm music in town stacking with other bgms
- fixed a potential crush caused by AI trying to "weaponSwitch"
- only direction key input (WASD default) counts for button mashing now
- this is so you can still control the camera via arrow keys in town without instantly ending animation
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.
Showing posts with label heroine rescue team. Show all posts
Showing posts with label heroine rescue team. Show all posts
Friday, November 1, 2019
Tuesday, October 8, 2019
V0.631 - Sword and Shield
Patreon LINK.
Implemented the new sword and shield weapon set + bug fixes. There are also reports that the boss room in SOS #2 is empty but I am unable to replicate the issue at my end. So if you are experiencing this problem, please send a savefile + indicate whether you are using mods and/or have used cheats on that save.
Changelog:
- added "sword_and_shield" weapon type
- this allows to block attacks coming from any swing direction
- however, it has the following drawbacks:
- 1) takes stamina to block
- 2) can't "bounce" opponent's swings (for example, from parries)
- on new saves, the player begins the game with "sword_and_shield" with "ceremonial_sword" in inventory
- fixed bug with "ruins" not showing up after "woods"
- goblin goon squad takes a lot longer to spawn in goblin lair to give players more lenient time limit to finish the dungeon
- fixed movement keys causes camera to pan when player is in a grab (use the camera keys for that)
- AI should now participate in threesomes+ when player initiates a grab on a defeated UNIQUE enemy
Implemented the new sword and shield weapon set + bug fixes. There are also reports that the boss room in SOS #2 is empty but I am unable to replicate the issue at my end. So if you are experiencing this problem, please send a savefile + indicate whether you are using mods and/or have used cheats on that save.
Changelog:
- added "sword_and_shield" weapon type
- this allows to block attacks coming from any swing direction
- however, it has the following drawbacks:
- 1) takes stamina to block
- 2) can't "bounce" opponent's swings (for example, from parries)
- on new saves, the player begins the game with "sword_and_shield" with "ceremonial_sword" in inventory
- fixed bug with "ruins" not showing up after "woods"
- goblin goon squad takes a lot longer to spawn in goblin lair to give players more lenient time limit to finish the dungeon
- fixed movement keys causes camera to pan when player is in a grab (use the camera keys for that)
- AI should now participate in threesomes+ when player initiates a grab on a defeated UNIQUE enemy
Saturday, September 28, 2019
V0.63 - Ruins Part 1
Patreon LINK.
Ruins Part 1 is here! Finished implementing some of the new units but had no time to work on the Map itself. So instead, used the "old" dungeons system to give players an opportunity against those new units.
In the picture is the new "Knight's Set." The Plate Armor were done by a modder in the past and it is awesome! But I feel some people may want a heavy armor option that is more thematic with the game's existing sets. Have fun :)
Changelog:
- added new weapon type: dual daggers
- added new set: "rogue_set"
- added new set: "knights_set"
- added new area "Ruins" that is available after "Woods"
- note: still in development, not finished, the 2nd floor is likely overtuned in terms of difficulty
- note: m_goto "ruins_dev" allows you to directly teleport to Ruins
- tip: charged attacks dont bounce
- the new items can be dropped by enemies found in the Ruins area
- added camera shift functionality back to the game - default keys are Up/Down/Left/Right arrow keys. Rebindable in Options-Controls
- in addition, the camera shift maximum range is increased by ~50%
- fixed a somewhat rare stackoverflow bug
- fixed issues with projectiles failing to hit targets near obstacles (walls, floors, etc)
- reduced damage, cleave, flinch time and increased stamina cost of 2handers
- added a bunch new experimental AI behaviours in some of the new units
- AI can now use charged attacks - charged attacks don't bounce and is more effective at bypassing armor
- other tweaks to combat AI
- fixed "export_unitdata" exporting incorrect equipment data when certain cheats are used
- fixed issue with the restrain_chain_feet model that cause it to have a erroneous ring around the neck area
- fixed game crush when cumming on moves with .animDuration < 0.55
- fixed a bug that cause you to be able to meet already recruited units due to a faulty check implementation
- game will now ignore moves marked with "disabled" under "moveData" in anticipation of tools that allow you to toggle move on/off
- fixed bug with "Loot All" button not working before inventory is opened
Sunday, August 25, 2019
V0.62 - Deterministic Companions
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
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
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