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])
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
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).
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