Razkor wrote:Hey guys I have a theory that Aurilika is literally the fucking coolest, an immensely talented dev, and that I am very thankful they're here. Will give it some more thought and keep you all posted.
MadEnough wrote:Seems to be a small bug when the player character is being eaten. Instead of the normal text for whatever action you choose, you just get (Preybeg Success) or (Preybeg failure) messages telling you the result. If it matters/is related, this was with the different color for player action text toggled on
Edit: I think it's with particular races? I'm getting more of them from a dragon character while humans seem to be doing mostly normal?
That sounds like an issue with that particular race, and since it's not one of the races included with this build I didn't take any action on it.
9B released, fixing up some issues and adding some more minor features.
9B:
Added options to control the frequency of prey messages, and the InStomachEndo (and equivalent). This makes things less spammy for predators with many prey, though important messages like struggles or prey eating other prey always display. The Endo Suppression lowers the frequency of the 'digestion style' messages for endo, which would basically give a generic update every turn. This honestly should have already had this type of thing, given how much they stacked up if you had multiple endo prey, and were completely independent of what prey might be doing. The default setting for that one is 75%, so roughly 1 out of every 4 turns (per prey) you'll see one of those messages. If you are prey, actions targetted directly at you will still be displayed (like preykissotherprey). This may be refined a bit depending on opinions.
Added an option in the start game menu to swap between 3 different template presets, in case you have multiple presets you want to swap between.
Adjusted the vore logic a bit so that if you succeed in getting spared, there's a significantly higher threshold for the ai to stealthily start digesting you again (This should mostly prevent them from agreeing to spare then digesting again immediately)
Added a vore power stat to characters. It's only manually set, and can be used to simulate size differences, or anything where certain people have innate advantages/disadvantages. Affects forceful vore odds, and escape rate.
Can now save specific characters from in-game. This will overwrite existing saved characters, but gives a warning first if there's already a character with that namel. Saves them as their current state, but doesn't save their relationships or current prey.
Updated the name selection system so it works properly in the log at the bottom as well as the two side panels.
Added the old name selection system back as a backup. There a report that the new system didn't work properly, so this should hopefully make it work for them, and have no effect on anyone else, because it still prioritizes using the newer system that was more flexible for names.
Manually moving the player character or waiting now clears that character's ai's current task. So if you move and then let the ai act out your turn, it will decide on a new task, instead of trying to continue whatever the last goal was. This should result in the ai making better choices if you use it occasionally.
Frozen world has been modified slightly due to player request. Digestion is now paused in a frozen world, since needs are paused. You can still swallow prey, however, and due to design limitations, you will digest on a turn you perform a swallowing action.
Fixed a bug where absorption speed wasn't set to override properly, so it would default to 0 where settings already existed (but would be 1 if reset to defaults). It should reset to the intended default if you haven't already modified it. Same as above for WillingOfferOdds.
Fixed the 'map has no people' error showing up when loading a map in the map editor (it was supposed to disregard that check in the map editor)
Fixed a bunch of miscellanous text errors, including misspellings, several interactions that were assigned to the wrong thing, and a few places where brackets were left in messages.