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.
Friday, November 1, 2019
Monday, October 21, 2019
v0.64 Ruins part II
Patreon LINK.
New build is here! This build fixes 2 rather critical bugs, one that causes SOS boss room to be empty for some saves and another that causes the new ??? unlock system to cease function when there are too many options to choose from (from mods, for example).
Otherwise, the Ruins still isn't done - there is still the second floor and the actual Boss missing.
Changelog:
- fixed issue with boss room in SOS_2 being sometimes empty (and potentially other similiar issues)
- Sword and Shield weapon type now does a shield bash for it's shove attack
- fixed bug with character window being moved around after dragging it elsewhere first
- added inverted controls settings under Options-Controls
- fixed bug with ???s not showing up when the # of options in selection menu exceeds 10 (for example, when mods are installed)
- added some background music
- added a new Ruins tileset
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
Thursday, September 26, 2019
Sneak Peak 2
Here is a preview of the boss on the first floor of Ruins. I saw quite a few "monster" designs by modders and I thought, hey, that's pretty cool. Let's add one to the base game too. And voila. I also added a few tricks to it so its not completely helpless versus ranged attacks: ;)
Here is a gif of it in action:
Saturday, September 21, 2019
Saturday, September 7, 2019
V0.622 bugfixes
Patreon LINK.
Build is here! This is a bugfixing patch to address some issues with v0.62. It turns out to be more stable than I expected, which is nice. I took the time to implement some features requested by various modders. Hope to see them get put to good use!
Another thing is that if you are on a PC with both integrated graphics card and a dedicated card, the game doesn't run with the high performance graphics card for some people. If you are experiencing this issue, right click on the .exe and select "run with graphics processor" -> "High-performance Processor."
Next up, the Ruins area.
Changelog:
- removed redundant .completionRewards that cause warning messages
- fixed bug that allows you to met duplicates
- reassigned the UID for "Emeria" from "EMER" to "UNITDATA_EMER" for consistency, this does mean you can get 2 "Emeria"s temporarily until the save-incompatiable patch
- fixed bug with last floor of dungeon displaying "To Next Floor" instead of "Exit Dungeon"
- "m_create" and "m_load" will now bypass build restrictions until next zone change
- player breaking out of grab now has a chance to automatically breaks the restraints too to prevent unescapeable grabs
- minimum grab escape time reduced from 5 secs to 3 secs
- non unique allies no longer loses 100% of their hp when cumming
- units now no longer drop items from their inventory. Note: they still drop from their equipment, those two are not the same
- Looking into some way of defining a droptable at map level, but that isn't implemented for this patch
- added two new teams: "ARENA_A" and "ARENA_B" that are only hostile to each other in anticipation of implementing a arena when the player can speculate
- added new map trigger type: "kill_arena_units"
- can be used in dialogue setting with <EFFECTS>, for example {<EFFECTS>:[{"type": "kill_arena_units"}]}
- devices now no longer raises heat when its "category" is "hold" (for example, when placed onto a device without another user interacting with you)
- units can now define a "charFlags" under "character" to store some mod data about the unit. For example: "character": {"name":... , "charFlags":["IS_MOD_CHAR", "IS_BOSS"], ...}
- added a "reqFlags" for "attacker"/"victim" under move_data that makes the move only availiable if the attacker/victim satisfy all the flags. For example: "h_move...": {"attacker": {reqFlags: ["IS_MOD_CHAR", "IS_BOSS"]}...}
Build is here! This is a bugfixing patch to address some issues with v0.62. It turns out to be more stable than I expected, which is nice. I took the time to implement some features requested by various modders. Hope to see them get put to good use!
Another thing is that if you are on a PC with both integrated graphics card and a dedicated card, the game doesn't run with the high performance graphics card for some people. If you are experiencing this issue, right click on the .exe and select "run with graphics processor" -> "High-performance Processor."
Next up, the Ruins area.
Changelog:
- removed redundant .completionRewards that cause warning messages
- fixed bug that allows you to met duplicates
- reassigned the UID for "Emeria" from "EMER" to "UNITDATA_EMER" for consistency, this does mean you can get 2 "Emeria"s temporarily until the save-incompatiable patch
- fixed bug with last floor of dungeon displaying "To Next Floor" instead of "Exit Dungeon"
- "m_create" and "m_load" will now bypass build restrictions until next zone change
- player breaking out of grab now has a chance to automatically breaks the restraints too to prevent unescapeable grabs
- minimum grab escape time reduced from 5 secs to 3 secs
- non unique allies no longer loses 100% of their hp when cumming
- units now no longer drop items from their inventory. Note: they still drop from their equipment, those two are not the same
- Looking into some way of defining a droptable at map level, but that isn't implemented for this patch
- added two new teams: "ARENA_A" and "ARENA_B" that are only hostile to each other in anticipation of implementing a arena when the player can speculate
- added new map trigger type: "kill_arena_units"
- can be used in dialogue setting with <EFFECTS>, for example {<EFFECTS>:[{"type": "kill_arena_units"}]}
- devices now no longer raises heat when its "category" is "hold" (for example, when placed onto a device without another user interacting with you)
- units can now define a "charFlags" under "character" to store some mod data about the unit. For example: "character": {"name":... , "charFlags":["IS_MOD_CHAR", "IS_BOSS"], ...}
- added a "reqFlags" for "attacker"/"victim" under move_data that makes the move only availiable if the attacker/victim satisfy all the flags. For example: "h_move...": {"attacker": {reqFlags: ["IS_MOD_CHAR", "IS_BOSS"]}...}
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