NPC OVERHAUL UPDATE
The npc raze has been increasing more and more. But when they were made, all they did was attempt to vore you. With a 10% chance every 5 seconds. This could get annoying especially when you haven't used a soul gem in a while. So with some research, and a couple days of work, I managed to edit the npcs alot. Here's wjat you can do with npcs
- NPCs now have a complex equation to determine vore chances based on multiple variables. INstead of a base 10% chance of voring someone, this equation is used...
For those who don't understand, a npc's chance to vore you is decreased by having more health, and hunger. And a npc's chance to vore you is increased by the npc's health. This means it's best to avoid npcs when you're hungry or low on health There is also a slight 1% increase in getting vored if you are not facing the npc." Also, when vored, it will tell you which victim number you are. Originally, npc's health and vore chances would increase by 1 for every 4 person they've eaten, but we ran into a few bugs and had to remove it. We plan on implementing it later, when the problem is fixed. Do not attempt to kill the spawn guard now as a full health person has a 84% chance of getting vored
- NPCS Now Have cooldowns and don't need to hold shrink dust to vore you. They can hold any item and they will still attempt to vore you. Also, npcs can only attempt vore every 5 seconds, and when they have successfully eaten an npc, they have to wait 60 seconds before they can eat again.
- Alot of people wanted this so here it is, You can now vore npcs! Just right click a vorable npc with shrink dust to attempt to vore them. Voring an npc will give you the same buffs as if you vored another player. Similiar to npc v player vore, player v npc vore uses an equation.
This equation is different. As you can see, the chance of voring an npc is extremely dependent on their health. So you will have a 0% (or negative as the code goes) chance to vore a full health npc, but as much as a 25% chance if they're low on health.
- POOP! As requested by one of my builders. After a successful vore, npcs and players will crap several seconds later. The poop, which is soul sand and some bones, is a phantom item, and cannot be picked up. It will despawn after a minute to prevent lag.
- Talking npcs . NPCs have a set of chats they say depending on the situation. They can comment on the item in your hand, how much health/hunger you have, and more
- NOM BLOCKER 9001 - This extremely rare item drops from npcs, if you have one in your inventory and a npc is supposed to vore you, instead of getting eaten, you will instead lose one of the nom blockers. I might add a toggle feature later.
Other Minor fixes
- This isn't minor, but the server has been upgrade by an extra ram! This means less lag, and i've noticed there has been fewer laggy chunks in the builders world! *cheers*
- Wheat now automatically turns into bread when you have 3 in your inventory, since there are hardly any crafting tables around.
- On death, you have a chance to drop a random amount of emeralds and/or slimeballs. (maximum of 10). The drop at your death location, so if possible you can go back and pick them up.
- Update on teleporters. You can now set up 2 different spawn points, the regular soul gem and the new CityPoint. In key areas, like cities, there will be beacons. Right clicking one will set your CityPoint there. (Its like a WoW hearthstone!) The compass in the menu will now lead to a menu with a list of areas to teleport too. To combat exploits, you can only teleport once every 15 minutes
What's being worked on now?
- Currently only player v npc & npc v player has the variables, not player vs player or npc vs npc. We will fix this as soon as we can.
- (Will not look like this)
This scene will be triggered by spiders. Everytime you get hit by a spider, you have a chance to get webbed up. The more and more webbed up you get, the slower your movements become until eventually you cant move. The spider will then trigger the scene. The spider attack script is working, we just need to work on the scene
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We won't be able to make the slime look like that, but we can do it so that upon getting hit, you have a chance of getting stuck in the slime. Stay in there too long and you get dissolved. If possible, we will try and implement an escape system.
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- A new house!
As i said before, we will have multiple houses for different "subcategories" of the giantess fetish. The new house will mainly be furry giantesses. We are using http://www.floorplans.com/plan-detail/A ... m-bungalow for the floor plans. The estimated size of the house will be 700 x 1820.
- New pictures
And now I leave you with this neat instructional on changing the ingame skins to something of your liking (instead of nothing but steves, due to online-mode=false)