Vrogue: Vore Mod for Brogue (M/M) [Alpha Version 0.20.2]

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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Snowytiggy » Tue Mar 04, 2014 12:36 am

okay, so I nabbed the amulet and got all the way out, never met an apex pred and couldn't figure out how to eat anything. I've "beaten" the game so far, but not eaten it. I officially need help now <3
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Myconid32 » Tue Mar 04, 2014 1:11 am

Snowytiggy wrote:okay, so I nabbed the amulet and got all the way out, never met an apex pred and couldn't figure out how to eat anything. I've "beaten" the game so far, but not eaten it. I officially need help now <3


Kudos on getting to the end, but the mod is unfinished and consequently you cannot yet eat enemies. Several features, including a different ending, were left unimplemented.
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Snowytiggy » Tue Mar 04, 2014 1:48 am

okie dokie~ I'll be watching this eagerly for future updates when you can. I am loving this game so far~
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Snowytiggy » Tue Mar 04, 2014 2:32 am

also, I'm guessing the statues are relics of the old game and don't do anything. Also, was just wondering if you could mark on the monsters list which are currently in the game~ I'm here for moral support if you need it. I love where this is going~
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Myconid32 » Tue Mar 04, 2014 2:54 am

Snowytiggy wrote:also, I'm guessing the statues are relics of the old game and don't do anything. Also, was just wondering if you could mark on the monsters list which are currently in the game~ I'm here for moral support if you need it. I love where this is going~


Many structures from the old game referred to non-vore enemies that no longer exist and had to be removed. I thought I got all of them, but that clearly isn't the case (ie. I have no idea what those statues do). One of those relics is probably the source of the crashing bug, since the random occurrence of the bug matches the random generation of rooms/enemies. I'm currently perusing the code in order to understand exactly how its procedural generation works and remove anything that might interfere with the intended structure of the mod.

While this does mean I am currently continuing work on the mod, I still need to prioritize my search for employment and mental health issues, which means the mod may be put on hiatus later. Please bear with me, and thanks for the support.
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Snowytiggy » Tue Mar 04, 2014 3:03 am

oh, believe me I understand the pressure of finding employment. just recently got a new job. Also, I guess I can count as helping bug test? I got down to level 35. Most of the enemies on the roster were not in or I didn't encounter them. Past lvl 20 or so I encountered the Hawk hybrids, Cat Anthros, Sergals and their occasional rare mutations. After level 30 I didn't encounter any mobs. Hope that helps :3
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby VincentTheFox » Thu Mar 06, 2014 3:43 am

Oh I'm really glad this is still getting worked on a bit :3 I really love this
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Balgias » Sun Mar 23, 2014 1:45 am

Really love the work put into this. Would love it if the ???'s errors were cleaned up some mobs like the sergal and anthro cat.
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Myconid32 » Sun Mar 23, 2014 1:58 am

Balgias wrote:Really love the work put into this. Would love it if the ???'s errors were cleaned up some mobs like the sergal and anthro cat.


Well, the reason I haven't posted an update about the new version is because I'm studying the code meticulously and restarting from scratch to make sure the mod does not conflict with the existing setup. All of the text will be similarly tested to make sure it fits the constraints.
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Dragonvorelover135 » Mon Mar 24, 2014 11:57 am

Myconid32 wrote:
Balgias wrote:Really love the work put into this. Would love it if the ???'s errors were cleaned up some mobs like the sergal and anthro cat.


Well, the reason I haven't posted an update about the new version is because I'm studying the code meticulously and restarting from scratch to make sure the mod does not conflict with the existing setup. All of the text will be similarly tested to make sure it fits the constraints.


I think that's probably the best idea. So you will know the code from top to bottom so minor fixes could be avoided, and not hold up any progress towards the game. Hope everything is going well health wise though! Don't let this game put priority over anything like that. But i'm sure you know that. Looking forward to future releases/updates.
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby clericilis » Tue Apr 01, 2014 1:26 am

Are there any plans to change the amounts of enemy's early game at some point? o.o I've been finding it hard to make it past the first level about 50% of the time simply because of the amount of dire wolves that spawn. I know it's supposed to be hard as a roguelike, but I have only twice made it past the 3rd level, maybe I just suck at it! But was wondering is all. ^^
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Myconid32 » Tue Apr 01, 2014 1:39 am

clericilis wrote:Are there any plans to change the amounts of enemy's early game at some point? o.o I've been finding it hard to make it past the first level about 50% of the time simply because of the amount of dire wolves that spawn. I know it's supposed to be hard as a roguelike, but I have only twice made it past the 3rd level, maybe I just suck at it! But was wondering is all. ^^


There were always plans to alter enemy spawn rates and difficulty, given that the current version is a beta (actually an alpha, technically, but that was before I educated myself on development cycles). Even I was annoyed with the appearance rates of wolves when I actually played in earnest, and I'm aware that wolf-cum was something of a meme when the game was in development. So yes, such things will be changed to make the game at least more varied, if not easier. One thing I want to do is increase the rate at which new enemies are introduced (currently it's only about one or two a level) so that players can see more types of enemies even if they do not make it that far into the dungeon. However, since actual difficulty is difficult to determine without testers, there will still be some difficulty issues that may need to be ironed out.

Dragonvorelover135 wrote:I think that's probably the best idea. So you will know the code from top to bottom so minor fixes could be avoided, and not hold up any progress towards the game. Hope everything is going well health wise though! Don't let this game put priority over anything like that. But i'm sure you know that. Looking forward to future releases/updates.


Thanks for the concern. It's touch-and-go right now, so bear with me if this is a little slow to update, but I should be okay.
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby hyenaofleisure » Wed Apr 02, 2014 3:23 am

(first post ever.. *accomplishment*)

Hey! Been stalking this thread since I decided to google search "vore RPG" and came upon this. The game is really fun, and I've definitely enjoyed myself playing it thus far(enough to finally make an account here just to post in fact, among a few other reasons)

I'm aware the complaint has been "army of lupines/wolfspunkmemehere", and I gotta agree a bit on that one. And while I'm well aware you are working on fixing that, I have to say, I kind of like the wolf spunk meme, so is there any chance you could(after balancing wolf spawn rates vs everything else) make the vore chance 34%, rather than 33.3(repeating)%? Just a sliiiiight edge in honor of the meme?

Also, one problem I've noticed consistently is regardless of my health, or position, gulpers will always try to eat me, which can be incredibly frustrating in early levels if I'm unfortunate enough to get a water heavy dungeon spawn, as it is very hard to actually fight against them early on. Is there any way you could change it that they will only make vore attempts if you are damaged, or will only make vore attempts(when you are at high/full health) when you are in deep water? Its kind of difficult trying to just tread the edges to get through a floor, only for wild gulpers to insta-swallow you, wearing you down a lot before you can get to anything you'd have a chance of fighting.
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Balgias » Wed Apr 02, 2014 5:13 pm

The difficulty is way too high for what is mainly a kink-oriented pornish game. If you make an experience agitating it greatly reduces the arousal of it.

After dozens of plays my character had only been able to gain access to floors 12 or so by using the brogue power up cheat, but even that is swiftly taken away once you ever get eaten, and is un-usable again.

In my opinion mobs that have a higher hp% cap point where they start grabbling should be placed lower into the dungeon, and if possible enemies should have a 5% drop chance of a strength or life potion. Because as it stands you're bound to get widdled down as resting for HP is often impossible.

Also if I can ask what level to panthers and the wall traps start appearing ?
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Firon » Wed Apr 02, 2014 6:25 pm

Balgias wrote:The difficulty is way too high for what is mainly a kink-oriented pornish game. If you make an experience agitating it greatly reduces the arousal of it.

After dozens of plays my character had only been able to gain access to floors 12 or so by using the brogue power up cheat, but even that is swiftly taken away once you ever get eaten, and is un-usable again.

In my opinion mobs that have a higher hp% cap point where they start grabbling should be placed lower into the dungeon, and if possible enemies should have a 5% drop chance of a strength or life potion. Because as it stands you're bound to get widdled down as resting for HP is often impossible.

Also if I can ask what level to panthers and the wall traps start appearing ?


you don't seem to of played rogue like games before....it is meant to be obnoxiously hard...that's the point
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby VictiniLover » Wed Apr 02, 2014 6:46 pm

I keep crashing... And I'm usually 5-7 floors in when it does too... Really getting annoying... Any reason why?

And I love the way the game was made. Makes me feel like I'm playing an older game.
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby DigiThing » Wed Apr 02, 2014 9:54 pm

I had a lot of fun playing this, can't wait for more updates
Remember to always have fun in whatever you do :3

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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby four_fleets » Thu Apr 03, 2014 2:26 pm

I'm personally trying to figure out how to take it apart. Base model for a Monstergirl Dungeon~
  I wonder if you'll visit This thread?  



I finally found out how to use BBCcode.
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Firon » Thu Apr 03, 2014 5:12 pm

four_fleets wrote:I'm personally trying to figure out how to take it apart. Base model for a Monstergirl Dungeon~

making a female vore varient of brogue?

I'd support that
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Re: Brogue Roguelike Vore Mod (M/M) [Beta Version Up]

Postby Dragonvorelover135 » Thu Apr 03, 2014 6:35 pm

Firon wrote:
four_fleets wrote:I'm personally trying to figure out how to take it apart. Base model for a Monstergirl Dungeon~

making a female vore varient of brogue?

I'd support that
I'm with the Firon :p
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