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.
Tuesday, July 30, 2019
V0.61 - Prison & Interrogations
Patreon LINK.
New build is here! Patch notes below.
First of all, I like to thank everyone for participating in the previous poll and for writing all the feedback. To be honest, it's a lot more comments than I anticipated because I don't usually get many comments on my posts, but nevertheless, I did read them all. However, I wouldn't be responding to them individually.
I have not decided on the button mashing as of v0.61, however, there were a lot of good discussion touching on other areas of the game. So I decided to take another look at some of the "old" game mechanics and give them another pass. In particular, separating how the H-content is handled during battle and in safe areas (such as Town) is a good idea. So I think you'll find that the H-content in safe areas is a lot more ergonomic now.
The new feature in this patch is the Prison map. (Because Dungeon was taken already) In there, you can interact with your prisoners/captured units. Talk to the Receptionists for an overview of what you can do in the area. In addition, there were some confusion on how to get your allies to engage in H-moves, so the Receptionist is a good opportunity to clarify on how to do that. Hint: the "Go!" and "Escort" commands.
- Added new Zone: "Your Room," this is a replacement for "Tent" area
- You now start the game in "Your Room" rather than "Town"
- "Tent" area is now inaccessible, but if you wish, you can go back to "Tent" via the command: m_goto "Tent"
- Added new Zone: "Prison," here you can get close and personal with your prisoners
- Accessed via talking to Talia in town, talk to the Receptionist in Prison for an explanation of the area
- H move changes:
- In safe areas, the player can now instantly escape from any friendly grabs and devices
- In safe areas, Allies will no longer attempt to escape from grapples and devices
- The "Grabbing Escape" Meter will not show up when neither party is escapings
- In safe areas, H-grabs lasts x2.0 times as long (H-damage reduced by 50%)
- In safe areas, friendly units can now interact with units already placed on devices, but they still wouldn't carry and place them onto device
- The "Escort" Command now also commands allies that are currently grabbing somebody else to cease that immediately
- You can now get up from downed state with less than 50% of total HP
- Stats rebalance
- Command Point increase per level changed from 0.5 to 1.0 per level
- Command Point bonus per INT/CHA changed from 1.0 to 0.5 per point
- MIG and DEX now gives a 5% escape rate increase per point
- CON and WIL now gives a 10% increase in HP regeneration per point
- Added a "weaponSwitch" tag under "canDo" that determines if the AI units can switch between ranged and melee weaponry.
- Also requires the unit to have valid melee/ranged weapons in inventory to switch to
- Elf units in "Woods" can now switch between bows and spears
- You can now find supply-refills in containers
- Added the entire "demon_set", "wolf_tail", "kitty_tail", "cat_ears" and "toy_gun" to the Strange Merchant until when they can be acquired in game again
- Removed acquiring new weapon and armor upgrades (the +1, +2, etc) from the game, they will come back in the future in a different form
- Added new Map metadata flag: "saveChanges", if set to true, then the game will save any changes made to the map like the "Tent" area
- Game no longer tracks changes to unique units belonging to the enemy and wild team
- this should make authoring new unique enemies easier, as previously edits in the unit json file is ineffective because it is shadowed by the saved unit state
- Added a "can_not_guard" under weapon_move_set to indicate that particular melee weapon can not guard
New build is here! Patch notes below.
First of all, I like to thank everyone for participating in the previous poll and for writing all the feedback. To be honest, it's a lot more comments than I anticipated because I don't usually get many comments on my posts, but nevertheless, I did read them all. However, I wouldn't be responding to them individually.
I have not decided on the button mashing as of v0.61, however, there were a lot of good discussion touching on other areas of the game. So I decided to take another look at some of the "old" game mechanics and give them another pass. In particular, separating how the H-content is handled during battle and in safe areas (such as Town) is a good idea. So I think you'll find that the H-content in safe areas is a lot more ergonomic now.
The new feature in this patch is the Prison map. (Because Dungeon was taken already) In there, you can interact with your prisoners/captured units. Talk to the Receptionists for an overview of what you can do in the area. In addition, there were some confusion on how to get your allies to engage in H-moves, so the Receptionist is a good opportunity to clarify on how to do that. Hint: the "Go!" and "Escort" commands.
- Added new Zone: "Your Room," this is a replacement for "Tent" area
- You now start the game in "Your Room" rather than "Town"
- "Tent" area is now inaccessible, but if you wish, you can go back to "Tent" via the command: m_goto "Tent"
- Added new Zone: "Prison," here you can get close and personal with your prisoners
- Accessed via talking to Talia in town, talk to the Receptionist in Prison for an explanation of the area
- H move changes:
- In safe areas, the player can now instantly escape from any friendly grabs and devices
- In safe areas, Allies will no longer attempt to escape from grapples and devices
- The "Grabbing Escape" Meter will not show up when neither party is escapings
- In safe areas, H-grabs lasts x2.0 times as long (H-damage reduced by 50%)
- In safe areas, friendly units can now interact with units already placed on devices, but they still wouldn't carry and place them onto device
- The "Escort" Command now also commands allies that are currently grabbing somebody else to cease that immediately
- You can now get up from downed state with less than 50% of total HP
- Stats rebalance
- Command Point increase per level changed from 0.5 to 1.0 per level
- Command Point bonus per INT/CHA changed from 1.0 to 0.5 per point
- MIG and DEX now gives a 5% escape rate increase per point
- CON and WIL now gives a 10% increase in HP regeneration per point
- Added a "weaponSwitch" tag under "canDo" that determines if the AI units can switch between ranged and melee weaponry.
- Also requires the unit to have valid melee/ranged weapons in inventory to switch to
- Elf units in "Woods" can now switch between bows and spears
- You can now find supply-refills in containers
- Added the entire "demon_set", "wolf_tail", "kitty_tail", "cat_ears" and "toy_gun" to the Strange Merchant until when they can be acquired in game again
- Removed acquiring new weapon and armor upgrades (the +1, +2, etc) from the game, they will come back in the future in a different form
- Added new Map metadata flag: "saveChanges", if set to true, then the game will save any changes made to the map like the "Tent" area
- Game no longer tracks changes to unique units belonging to the enemy and wild team
- this should make authoring new unique enemies easier, as previously edits in the unit json file is ineffective because it is shadowed by the saved unit state
- Added a "can_not_guard" under weapon_move_set to indicate that particular melee weapon can not guard
Thursday, July 18, 2019
v0.6 - vine traps
Patreon LINK.
V0.6 is here! (I scaled the version number by a factor of 1/10).
The main feature in this patch is 3 additional vine animations + player peaceable traps. Includes the vine trap of course. You can buy them off a particular NPC in town.
The other set of feature is preparation for the "story" related stuff. It includes a bunch of new features for authoring quests and dialogues. Also fulfilled some requests from modders as well. I am including the changes for documentation purposes, you can ignore them if you are not interested in modding.
One thing to note is that I plan to do away with the random "meet a potential ally" in Dungeon mechanic and instead allowing you to "Rescue" potentially allies at end of quests lines and for completing a zone. That's what the focus for the next couple of patches will be. Also, there will probably be a save-file incompatible patch sometime in the future as well.
Changelogs:
- Added 3 new vine animations
- Fixed rebinding console key not working properly for closing the console input, you can now type in ` key if you rebind the console key to something else (this should solve some problems for non US-ENG keyboard not able to type in ' and ")
- Implement a global resource: "Supplies"
- Command Limit gain per level increased to 0.5 per level from 0.33 per level
- Command Limit gain per CHA decreased to 1.0 per level from 2.0 per level (to 1.5 from 2.33 if including level bonuses)
- Int now also increases Command Limit at same rate as CHA
- Int now allows you to carry 25 more supplies per point. Need to refill supplies to see it's effect
- Implemented trap kits that places traps. Consumes supplies on use.
- Implemented "gas_trap" functionality
- You now start the game in the Town area instead of Tent
- Maps now only spawns pre-placed unique units if they are not in your party / reserves
- Saphira is looking for a companion, you can find her in town if she is not in your party (her dialogue will be updated in a later patch)
- Added new HUD to open "Inventory"/"Equipment"/"Stats"/"Options" on bottom left of screen
- Removed 'setting area "Forest" failed' warning at end of Goblin Lair
- Reduced damage of longbow and kunai to compensate for the fact that they weren't balanced for infinite ammo at beginning
- Fixed couple of loading mod resource bugs
- // ///////////////////////////////////////////////////////////////////////
- // the following is for modders/ those who are interested in the internals
- // ///////////////////////////////////////////////////////////////////////
- All quest states are now saved globally instead of saved at a per quest giver level
- Game will now track which dungeon/zones you have completed in addition to tracking which dungeon/zones you have unlocked
- for "old" dungeons, they are considered complete when the player finishes the last floor in the dungeon
- for maps, they are considered complete when the player reaches a "task" with a (internal) "type" of "victory"
- Dialgoue: added new <COND_SAY> for (conditional say) that is only availiable if the <QUEST_PREREQS> are met
- Added new types of prerequisites for <PREREQ>s:
- <COMPLETED_ZONE>: checks if the player have completed a zone (dungeon/map)
- <CAN_GOTO_ZONE>: checks whether the player currently have access to a zone (dungeon/map)
- <HAS_MEMBER>: checks whether the player have at least a unit of the same uid in party/reserves
- <QUEST_REWARDS> can now use <EFFECTS> as a reward. This uses the same trigger effects system as in .mapData.
- Note: must be in a map (and not old style dungeon) for this to work
- Added new trigger effects:
- "goto_zone": teleports your party to target map, bypass any access restrictions
- "give_item": places items into player's inventory
- "spawn_units": spawns group of units of team at region
- Quests can now be marked as repeatable if there is a "<REPEATABLE>":true tag under <QUEST_PREREQS>
- Added a test map for testing the new dialogue stuff. You can access it by m_goto "dev_quest_test" in the console
- data/_quest_ref is where the reference is
V0.6 is here! (I scaled the version number by a factor of 1/10).
The main feature in this patch is 3 additional vine animations + player peaceable traps. Includes the vine trap of course. You can buy them off a particular NPC in town.
The other set of feature is preparation for the "story" related stuff. It includes a bunch of new features for authoring quests and dialogues. Also fulfilled some requests from modders as well. I am including the changes for documentation purposes, you can ignore them if you are not interested in modding.
One thing to note is that I plan to do away with the random "meet a potential ally" in Dungeon mechanic and instead allowing you to "Rescue" potentially allies at end of quests lines and for completing a zone. That's what the focus for the next couple of patches will be. Also, there will probably be a save-file incompatible patch sometime in the future as well.
Changelogs:
- Added 3 new vine animations
- Fixed rebinding console key not working properly for closing the console input, you can now type in ` key if you rebind the console key to something else (this should solve some problems for non US-ENG keyboard not able to type in ' and ")
- Implement a global resource: "Supplies"
- Command Limit gain per level increased to 0.5 per level from 0.33 per level
- Command Limit gain per CHA decreased to 1.0 per level from 2.0 per level (to 1.5 from 2.33 if including level bonuses)
- Int now also increases Command Limit at same rate as CHA
- Int now allows you to carry 25 more supplies per point. Need to refill supplies to see it's effect
- Implemented trap kits that places traps. Consumes supplies on use.
- Implemented "gas_trap" functionality
- You now start the game in the Town area instead of Tent
- Maps now only spawns pre-placed unique units if they are not in your party / reserves
- Saphira is looking for a companion, you can find her in town if she is not in your party (her dialogue will be updated in a later patch)
- Added new HUD to open "Inventory"/"Equipment"/"Stats"/"Options" on bottom left of screen
- Removed 'setting area "Forest" failed' warning at end of Goblin Lair
- Reduced damage of longbow and kunai to compensate for the fact that they weren't balanced for infinite ammo at beginning
- Fixed couple of loading mod resource bugs
- // ///////////////////////////////////////////////////////////////////////
- // the following is for modders/ those who are interested in the internals
- // ///////////////////////////////////////////////////////////////////////
- All quest states are now saved globally instead of saved at a per quest giver level
- Game will now track which dungeon/zones you have completed in addition to tracking which dungeon/zones you have unlocked
- for "old" dungeons, they are considered complete when the player finishes the last floor in the dungeon
- for maps, they are considered complete when the player reaches a "task" with a (internal) "type" of "victory"
- Dialgoue: added new <COND_SAY> for (conditional say) that is only availiable if the <QUEST_PREREQS> are met
- Added new types of prerequisites for <PREREQ>s:
- <COMPLETED_ZONE>: checks if the player have completed a zone (dungeon/map)
- <CAN_GOTO_ZONE>: checks whether the player currently have access to a zone (dungeon/map)
- <HAS_MEMBER>: checks whether the player have at least a unit of the same uid in party/reserves
- <QUEST_REWARDS> can now use <EFFECTS> as a reward. This uses the same trigger effects system as in .mapData.
- Note: must be in a map (and not old style dungeon) for this to work
- Added new trigger effects:
- "goto_zone": teleports your party to target map, bypass any access restrictions
- "give_item": places items into player's inventory
- "spawn_units": spawns group of units of team at region
- Quests can now be marked as repeatable if there is a "<REPEATABLE>":true tag under <QUEST_PREREQS>
- Added a test map for testing the new dialogue stuff. You can access it by m_goto "dev_quest_test" in the console
- data/_quest_ref is where the reference is
Thursday, July 11, 2019
A Poll
The vine moves are pretty well received, and for next patch, I added a few more variations.
In the current patch, only enemies are able to use the vine moves, so naturally, people want a way for them to use vine moves on others. However, since the player is not a tentacle monster, having her able to summon vines out of the thin air is kinda weird. But there is an alternative, I am going to allow the player to place traps, and the vine trap is one of the traps the player can place.
The traps are implemented as items that the player can equip and use. There are two ways to implement this:
As a regular consumable item that each use will consume one stack of the item and the player will need to rebuy more of them in the shops.
Implement it as a kit, with infinite uses, however, each use will consume from a global resource pool (“Supplies”). This global resource pools is shared across all items. So for example, assuming 2 types of traps: A and B, each consuming 50% of the global resource per use, the player can place either 2 As, 2 Bs or 1 A and 1 B. This global resource is refilled whenever the player is healed.
So here is the question: which method do you prefer?
Poll LINK.
Some other news, @Mike W released an impressive mod with new elf outfits, weapons and more! Get it here!
Subscribe to:
Posts (Atom)


