Vore War V15E

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Vore War V15E

Postby Aurilika » Thu Jul 19, 2018 7:48 pm

A few months ago I stumbled across darkevilme's game Vore War. I enjoyed it but parts of the interface didn't work how I'd expect them to work. I found a link the code and decided to port it as a personal project. Then I started finding some of the half implemented features, and it gave me ideas. I asked darkevilme if I could continue the game and post it on the forum, and he said yes. So, a few months later, after much real life and feature creep, I'm releasing my version of it. I thought about waiting until I've made every change I wanted, but I decided I'd rather get people's input to help shape it.

Strategic 14A.png
Strategic View


Tactical 14F.jpg
Tactical View


The basic premise of the game is that there are multiple players battling it out in a turn based battle game with a strategic layer and a tactical layer for battles. Vore plays a large role in the game.

Things I can add if enough people are interested
Spoiler: show
Increase the amount of changeable variables and increase mod friendliness. Some examples of basic variables are village max population, items in the shop, etc.
A hero system, where roughly every x number of births, a hero is born in a city, who has increased stats, and probably other special abilities, to give a smaller number of characters you can get more attached to.
Better UI graphics
Custom colors for characters


Current short to mid-term To-do list (updated November 13th)
Spoiler: show
Working on the race traits
Adding some special units to the Mercenary House, and perhaps different types of trainable units
Different unit types
A basic diplomacy system
Gold mines
Bandit Camps
Save starting options option
Revamp AI
Revamp army power calculation
AI should learn how to flee.
fluff/bones for digested?


Feel free to make suggestions for gameplay features, options, changes, issue fixes, or things you want to be able to modify.

UI is designed for 16:9 resolution, but I'm leaving the option to pick resolution open so people can use what they like, it's just that other resolutions will have some extra blank space on the full screen UIs

Recent Changelog
Spoiler: show
15E:
The add races screen in the create strategic screen now displays all of the relevant gameplay data on each race.
Updated saved customizations so that they save all of the relevant data again(furriness, extra colors, the waist clothing type)
Fixed units appearing as the wrong gender, for real this time.
Fixed the vagrant traits appearing twice (applies to any new vagrants created, but having duplicate traits doesn't change the way they behave)

15D:
If you have weightgain on and you also have cock vore or breast vore on, the cock or breast size will only go up when doing the specific vore for them, otherwise there is a small chance of it happening if the alt-vores are disabled.
Fixed the load customization window not being able to scroll properly.
Fixed a bug where the AI could buy weapons for your leader if it thought it was equipped improperly. Also fixes a similar bug where if your leader fled from combat it was considered to have died, because that's how the AI handles it. Now it will act like any other fleeing unit, so you lose access to it for a few turns while it travels, but it won't cost money to rehire or lose levels. To prevent issues with the leader getting stuck, if a leader is in a village hire list that's not owned by the same empire, the leader will be killed.
Fix for some units appearing as the wrong gender.
Fixed up some missing tooltips
Various sound system improvements

15C:
Fixed bellies not displaying.
Fixed clothing discard sprites being all wrong.

15B:
Unbirth, cock vore and breast vore added. I didn't have time to test Kurotenko's special functionality out, so that is temporarily disabled. So right now you can toggle any of the 3 on in the gameplay content window, and they basically function identically to the normal vore gameplay wise for the moment, but have slightly different visuals (and will have improved visuals, and proper sounds soon). They also use different tactical log messages. There's also the belly rub action that speeds up a digestion by 1 turn, a unit can only benefit from one of these per turn. The AI does any of these at this time.
The attack percentage and vore percentages have been greatly modified. A short summary is that being behind in levels shouldn't penalize you as harshly in the hit odds, will makes more of a difference now, and the stats are partially based on relative differences instead of absolute differences. As an example, A 40 str unit attacking a 30 def unit was the same as a 10 str unit attacking a 0 def unit. Now the 40 str to 30 str makes less of a difference than the 10 to 0 would. Either one of the prior scenarios would be 80.8% chance to hit. Now a 40 -> 30 would be 71%, and a 10 to 0 would be 85%. There's still tweaking to be done, and if something seems really out of place, let me know. This should increase the balance, as well as letting the modifications from traits be better handled.
Straightened out the attack bonuses and defenses again (there may have been some wrong still, but I corrected it so that it's presented in code in a less confusing way so that it won't ever happen again)
Added option for surrendered units to be automatically eaten by their allies at the end of battle. Intended for use with the auto-surrender to help weaker armies combat tougher armies, but can be used however you'd like.
Experience gains are now scaled based on the level difference between the attacker and the defender. Attacking lower level targets gives 5% less xp per level to a minimum of 40% of base, higher level targets give 10% more xp per level, capping at 400% of base.
Changed the way units are placed in tactical mode, they will try to be closer to the center, and melee units will try to be placed in front of ranged units. If there's a lot of units, or there's a lot of terrain, these rules will flex, but it should keep it more under control.
Added the unit re-randomize button in the customization screen.
Shifted the first trait to a new line, to avoid a long first trait shrinking the font to an unusually small size.
Surrendered units now only cost 2 mp to eat.
For a given fullness, now uses 50% larger visual stomach size (it was sort of off from the conversion from the old system to the new system.)
Tooltips for AI armies will now display the friendly tooltip if the last human player that had a turn was their ally, instead of only during the player's turn.
Units now get a small amount of exp for trying to attack and missing.
Cat trait pounce has been implemented, it allows them to jump next to and attack or vore any target within 2-4 tiles of them that has an open space near it. Shows up in the command panel, though I haven't trained AI to use it yet. Takes a minimum of 2 mp.
Balance:
Lowered the bonus for ravenous to 66% of its previous level.
Prey trait now boosts exp gain by 30% instead of 50%
Artful dodge has been lowered from 15% to 10%
Gelantinous body trait (slime) defense penalty was cut in half.
Bug Fixes:
Fixed bug (I think) where female villager clothing would occasionally be displayed in the wrong order.
Fixed bug where villagers would sometimes spawn with normal clothing instead of the villager outfits, because the spawn with clothes and spawn with villager outfit were rolled separately. Before this fix 50% clothing resulted in 75% clothed villagers. If people want to have a chance of normal clothes for garrisons I can add that in, but it's better to have it in a controlled fashion than as a bug.
Fixed a bug that caused the biter trait to use the best melee weapon instead of the claws as intended.
Fixed some sprite issues with the lamia use tail as second stomach setting

15A:
Fixed an exception related to pathfinding changes relating to flight.
Fixed the additional random stat points from adept learner not raising current health if they were applied to the health stat.
Fixed the capital defenses building not raising the maximum garrison side correctly.
Changed the default soft level cap from 6 to 999. It was supposed to be there, but I'd accidentally left it in the wrong place. This will make it less important if people forget to change it.

15:
Racial traits have been added. Races now have abilities that provide passive bonuses or penalties, and also have body sizes and stomach sizes depending on their race, rather than being all the same for both. As there's sure to be balance issues or bugs that I've missed, there is an option in the content menu to turn abilities on and off, which applies to all units instantly.
Can now accept the units still have movement dialog box if you have it enabled by simply pressing enter
The tactical unit info panel will now remain open when you're not hovering over a unit, to allow you to move your mouse over, and hover over stats or traits for a description of that item.
Changed the way AI spends level ups (was needed to prevent favored stats from screwing them up entirely), they now pick based on how far the stat is from its ideal point and their assigned priorities. This tends to create more similar enemy units as they actually work to keep their stats at a given ratio, so a more random system might be added at a later date.
Shrunk the sizes of the various red texts in the tactical view (like game paused or auto-ending turns), and moved them to less obtrusive locations.
Armies that are sitting on a town will now breed into the town, boosting population gain, or resurrecting dead cities.
Garrison clothing is now subject to the clothing odds slider, instead of being 100% always.
Leader clothing is now randomized instead of always being the last clothing option (which had females wearing clothes they shouldn't have been able to). If/When leader clothing exists again, they'll default to that.
Fixed bug where mercenaries and leaders didn't retain their always able to vore status if you modifed vore settings mid-game. (only affects mercenaries hired from this point on, though)
Fixed graphical glitch where the largest female furry body size used the first male body size.
Fixed a bug where the attack chance was supposed to decrease against a melee unit that had not attacked, but increased instead.
Fixed bug where AI armies and and pathfinder in general were not trying to avoid running into enemy armies that they weren't specifically looking to engage
Fixed a bug where when the AI re-hired units their side was not getting set correctly, leading to weird situations.


November 29th - V15E Released -- As usual, savegames should still be compatible.

Win 32 - https://www.mediafire.com/file/52nkp8u2 ... 2.zip/file
Win 64 - https://www.mediafire.com/file/1t54v2ax ... 4.zip/file
Mac - https://www.mediafire.com/file/zu84r9cl ... c.zip/file
Linux 64 - https://www.mediafire.com/file/o7gabapy ... 4.zip/file

For those that want to peek at the source code / unity project you can check it out here : https://www.mediafire.com/file/xu3445rf ... C.rar/file . (Updated to 15C) It's not the greatest quality code, but it's not terrible either. You can also view all of the graphics in there as well.

If you want to donate to show your support and support development then go to https://digitaltipjar.com/Aurilika
Last edited by Aurilika on Thu Nov 29, 2018 12:41 pm, edited 95 times in total.
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Re: Vore War V08

Postby GreenSlime » Thu Jul 19, 2018 10:49 pm

Ooh, this is interesting. Changes sound really cool and male chars/male vore are really rare. Definitely will be following this.

I actually did some light spriting (armor pictures) for original vore war, but, sadly, I never got to releasing it and it got lost together with my old hard drive. I could try drawing something again.

Armors were combined with weapons due to old game's limitations, though, so, i guess, adding separate armor slot will be the first suggestion.
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Re: Vore War V08

Postby Rayen » Thu Jul 19, 2018 11:33 pm

I wish I wasn't so busy with my other work or I'd love to do more spritework on this again. I remember playing with them and making those character sprites. (Though I'm not really proud of the doggirl tails now that I look back at them. :V)

Anyway, glad to see someone working on this again. I wish ya all the luck with any additional features ya plan to add. :V
Disclaimer: I am a lazy bastard.
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Re: Vore War V08

Postby RediQ » Fri Jul 20, 2018 1:02 am

Woah, I'd never heard of the original Vore War, but I'm glad you're doing this.

A tactics rpg with a vore-driven combat system is something I'd thought about making for a long time before actually starting my own (very different) game, so I'm excited to see this and looking forward to watching how it develops... Would help with art if I could, but, well, that's the part I'd also be lacking if I'd tried to make something similar.
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Re: Vore War V08

Postby Anesthetic » Fri Jul 20, 2018 3:11 am

Hey cool. I always loved this game. Awesome to see someone actually pick up a mantle and run with it. Most of the time someone says they are going to do this and all we ever get is Ambitions, and planned features. You actually succeded.
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Re: Vore War V08

Postby Zomulgustar » Fri Jul 20, 2018 3:22 am

Interested, but I keep getting an "Unable to connect to mediafire" message.
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Re: Vore War V08

Postby RediQ » Fri Jul 20, 2018 5:26 am

I dunno if this is a bug (feels like one?), but whenever I level up a soldier, the game becomes impossible to interact with after I choose which stat to upgrade. Just in case it matters, both attempts I tried putting the level into Speed.

The screen stays dimmed like it is while you select which stat, but the stat-selection box vanishes so I'm just stuck softlocked on a dimmed screen with no apparent way to back out or select anything else.


Edit: Also, this one I'm less sure if it's a bug, but on the strategy map I'd see enemy towns labeled as "garrison: none" and then have to fight a battle against 16 enemies anyway when I tried attacking. Is that just an intentional advantage given to the ai to have automatically full garrisons versus the player, or is it not intended?
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Re: Vore War V08

Postby darkevilme » Fri Jul 20, 2018 5:39 am

I just want to say openly for the record. I have given full permission to Aurilika to continue vore war in this fashion and I am happy to see him taking up the torch of my old project.

Congratulations on your first release Aurilika. I'll give the game a try sometime soon.
edit:
Gave it a try
it seems level up selections don't work properly. It doesn't undim after you've made your choice.
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Re: Vore War V08

Postby nnnddt » Fri Jul 20, 2018 1:00 pm

Don't know if it's me who didn't see it, but i don't see where i can go for equip a specific item to a specific girl.
And same than others before, lvl up a girl don't allow me to play further, what is problematic when your ennemies have an army with plenty of leveled up girls.
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Re: Vore War V08

Postby Aurilika » Fri Jul 20, 2018 6:38 pm

RediQ wrote:I dunno if this is a bug (feels like one?), but whenever I level up a soldier, the game becomes impossible to interact with after I choose which stat to upgrade. Just in case it matters, both attempts I tried putting the level into Speed.

The screen stays dimmed like it is while you select which stat, but the stat-selection box vanishes so I'm just stuck softlocked on a dimmed screen with no apparent way to back out or select anything else.


Edit: Also, this one I'm less sure if it's a bug, but on the strategy map I'd see enemy towns labeled as "garrison: none" and then have to fight a battle against 16 enemies anyway when I tried attacking. Is that just an intentional advantage given to the ai to have automatically full garrisons versus the player, or is it not intended?


Okay, I've released a fixed version that fixed the level up bug. The good news is that the saves should be compatible (note that they are just saved in the directory). Hopefully the autosave feature prevented people from losing to much to what was effectively a freeze. The dimmed screen was a relatively recent addition to make the level up menu more clear, but I apparently forgot to add one line of code in the right place, everywhere else the dimming turned off fine. :oops:

That garrison thing is a bug and definitely not intended, I'll look into it. Edit: I can't seem to replicate that bug. If it happens again, try to get a save for it. I think what might be happening is that the AI (assuming you're playing against the Full strength) will wait until there's an army within attacking distance of a town before raising a garrison, so maybe you're seeing no garrison the turn before and then not noticing that it changes? A garrison of 16 should be listed as 'huge' under my system for making enemy numbers vague inspired by Heroes of Might and Magic.


nnnddt wrote:Don't know if it's me who didn't see it, but i don't see where i can go for equip a specific item to a specific girl...


The way the shop screen currently works is that you enter into the shop screen for a particular girl, and can sell her items or buy items for her.
Last edited by Aurilika on Fri Jul 20, 2018 7:44 pm, edited 1 time in total.
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Re: Vore War V08

Postby Aurilika » Fri Jul 20, 2018 7:08 pm

GreenSlime wrote:Armors were combined with weapons due to old game's limitations, though, so, i guess, adding separate armor slot will be the first suggestion.


This is relatively easy to add, the question I ended up on is do you make separate versions of the army for different size bellies or do you just have them take off the armor when they eat someone? I couldn't find a great answer to that. I'm not afraid to add more layers, as I was going to try to add a separate layer for eyes, but the ones I tried to draw looked worse than the current set (which are actually part of the hair) that are still in the lower resolution.

Rayen wrote:I wish I wasn't so busy with my other work or I'd love to do more spritework on this again. I remember playing with them and making those character sprites. (Though I'm not really proud of the doggirl tails now that I look back at them. :V)

Anyway, glad to see someone working on this again. I wish ya all the luck with any additional features ya plan to add. :V


Well, I was the one that edited them to a higher resolution, so I'll repeat as I said in the credits (that are in the help menu). If it looks good, it's probably because of you, if it looks bad, it's probably because of me :D
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Re: Vore War V08

Postby RediQ » Fri Jul 20, 2018 9:29 pm

Aurilika wrote:That garrison thing is a bug and definitely not intended, I'll look into it. Edit: I can't seem to replicate that bug. If it happens again, try to get a save for it. I think what might be happening is that the AI (assuming you're playing against the Full strength) will wait until there's an army within attacking distance of a town before raising a garrison, so maybe you're seeing no garrison the turn before and then not noticing that it changes? A garrison of 16 should be listed as 'huge' under my system for making enemy numbers vague inspired by Heroes of Might and Magic.


This... might be what happens.

I'm sure it's because I'm bad at the money management aspect somehow, but I didn't consider that it was possible to just have the cash on hand to be able to suddenly do that while also having one or more well-equipped huge armies roaming the map.
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Re: Vore War V08A

Postby Absentia » Fri Jul 20, 2018 11:59 pm

Glad you decided to continue this, when he said he had no plans on continuing this before, did feel like a little bit of a waste, it had a solid foundation and plenty of potential, look forward to seeing you develop this more.
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Re: Vore War V08A

Postby Slayerhero90 » Sat Jul 21, 2018 8:50 am

oooOOOOooooooh. checked out vore war a while back and wasn't happy with it; maybe this'll suit my tastes better. gonna be watching this develop
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Re: Vore War V08A

Postby Lonewolf » Sat Jul 21, 2018 10:55 am

I played the old version of vore war, and I have to say this is a huge improvement on the game. Great job!

If you are open to suggestions. I have a few quality of life changes:
* A -levelup available- indicator of some kind would be a nice on the army info screen
* A -buy expensive all- button to give the stronger version of weapons to your army
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Re: Vore War V08A

Postby GreenSlime » Sat Jul 21, 2018 3:21 pm

Could you post or send me a spritesheet? I think I lost the old one and Unity is harder to interact with in this regard, i'll try doing something with armor/weapons/models themselves.

Another thing is skin tones. The ones in old Vore war were somewhat... yellow-y. Thee are many hex codes for more natural skin over the internet.

these ones are good:

https://i.pinimg.com/236x/5d/7b/ac/5d7b ... design.jpg
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Re: Vore War V08A

Postby Aurilika » Sat Jul 21, 2018 5:18 pm

Lonewolf wrote:I played the old version of vore war, and I have to say this is a huge improvement on the game. Great job!

If you are open to suggestions. I have a few quality of life changes:
* A -levelup available- indicator of some kind would be a nice on the army info screen
* A -buy expensive all- button to give the stronger version of weapons to your army


Thank you, and I'll definitely implement both of these changes.


GreenSlime wrote:Could you post or send me a spritesheet? I think I lost the old one and Unity is harder to interact with in this regard, i'll try doing something with armor/weapons/models themselves.

Another thing is skin tones. The ones in old Vore war were somewhat... yellow-y. Thee are many hex codes for more natural skin over the internet.

these ones are good:

https://i.pinimg.com/236x/5d/7b/ac/5d7b ... design.jpg


I'll play around with the skintones to find what works well. Here's the current spritesheet for you, and in case anyone else wants to poke around with it.
sprites.png
Character Sprites
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Re: Vore War V08A

Postby Jade86 » Sat Jul 21, 2018 9:07 pm

are you going to implement other vore actions like anal or unbirth or cock vore ?
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Re: Vore War V08A

Postby Jadex » Sat Jul 21, 2018 9:17 pm

heya the only thing I kinda wanted in the original game was a mode to run either ai vs ai or player vs player so it would be real neat if you could get that to work

• Neato apparently you already got that setup
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Re: Vore War V08A

Postby Aurilika » Sat Jul 21, 2018 10:43 pm

Jade86 wrote:are you going to implement other vore actions like anal or unbirth or cock vore ?


I do have something in mind for unbirth, but as for the others, as it stands now I don't know how I'd differentiate them other than just being a simple text change.

Jadex wrote:heya the only thing I kinda wanted in the original game was a mode to run either ai vs ai or player vs player so it would be real neat if you could get that to work


That's already in the game. You can play with 4 human players, or you can play with 0 human players, or anything in between. (The options menu also lets you adjust how fast the AI moves so that you can keep up). I did that pretty early on because it helps with testing features.
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