Vore War V28B

Forum for the Vore games, and other downloads
Forum rules
For instruction on how to add games to our download section, click here

Vore War V28B

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

This game is a continuation of darkevilme's game Vore War. It is a turn based tactical game with rpg elements in a vore related world. There are many many races available.

Strategic v21.jpg
Strategic View


Tactical V21.jpg
Tactical View


GameplayOptions.jpg
Some of the options


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

This project is basically on maintenance at this point. I didn't want to abandon it completely because there were still races being worked on that I didn't want to waste people's efforts on, but I had basically burned myself out with a combination of the sprites and events. I'm still doing bug fixes and some minor features, but most of my energy is going towards my other project on here, Unbridled Hedonism.

Recent Changelog
Spoiler: show
28B:
Bandit armies should now function as intended (I thought I had them not charge maintenance, but from the sounds of it, I think they were, and would vanish on their own almost immediately)
Fixed an oversight where the panthers outwear and accent clothing colors were not randomized, also fixed a separate issue where their inner color would often but not always be black.
Added a 'Strectchy Insides' trait that doubles their capacity.
The army Exchanger now has a button to exchange items between two armies, on an item by item basis.
Fixed an exception related to the right click menu.
Fixed mending heals displaying 'miss' on a unit already at max health.
Fixed the army unit display only showing at max 32 units when viewing monster armies
Belly rubs can now be performed on targets with prey in a specific breast (relevant to panthers and fairies)
Fixed the panther breast vore sizes not correctly adding in the base size, causing them to occasionally be smaller than normal.
Fixed Hippos having resilient instead of the new trait that was created for them, hard skin, also fixed their clothing discards not appearing.

28A:
Max capacity is now displayed more precisely in the stomach tooltip (to the nearest tenth).
Went ahead and standardized the bunnies to be a normal race, rather than defaulting to passive prey.
Healing from the mending spell now pops up at the beginning of the turn.
Panther belly size increases at a slightly slower rate.
Fixed a couple of bugs that lead to exceptions.
Fixed panthers not opening their mouth during vore.
Fixed a error in some of the text combat log text that would leave the log permanently bolded.
Fixed the vampirism trait not being connected properly (it wasn't using its effect or displaying its tooltip).

28:
Added the hippos as a mercenary race.
Added the panther race as a main race. They have a huge amount of customization options.
Added the Dew Sprites as mercenaries. They can get pretty heavy and have huge boobs, so you may want to limit their defaults if that bothers you (or to leave the larger boob sizes for breast vore).
Added a new race of demi human bats. To maintain the usual naming standards, their name is now bats and the old bats have been renamed to feral bats. This has the small side effect of requiring you to specify new settings for the feral bat monster spawner (i.e. their number of spawns, scaling, etc.) (You can also just load an old save game and then save the content settings, because the names only affect the globally saved settings). The only other affected thing would be what mercs are enabled.
Added 4 slug races that form a coherent team.
Added an option to change any game settings that you could conceivably want to change without breaking the game in the world settings page. (Basically anything that you can't normally change mid game in content settings(such as level cap, or villagers per farm), but excluding things that it wouldn't make sense to change, like starting conditions, or things that would be a mess to change, like the extending buildings, or enabling/disabling leaders)
Fixed a bug where adding and removing traits would cause some effects to stack inappropriately, though they would reset after loading.
The old 'avoid oral' option is gone. Instead, you supply weights for how often you want the AI to choose each type. (They're located where the types are turned on/off in the content settings window) To replicate that old behavior you would simply slide the oral slider all the way to the left. They'll still use it if they have no other choice as they did before.
Raised the max army size to 48 by request. Note that larger sized armies can take significantly longer to play out, both in game, and simulated. (It gives you a notice the first time a battle takes more than 4 seconds to resolve, to remind you. It hopefully avoids pestering you, by only appearing once per session.)
Fixed a bug where certain type items were not being randomly applied (applied to both Crux (hats) and Fairies (footwear))
Fixed a bug where items would be destroyed when an army is removed by exchanging (the logic was messed up so that it was worse than having no logic)
Fixed a bug where ai would only oral pounce, they now pick the appropriate vore type, as with normal vore, much like players can. (For those unaware, players can do this by using the right click menu, then clicking the appropriate pounce vore type, or by selecting a vore type, and then selecting vore pounce and they'll use that type when they pounce)
Added the buy all buildings for all villages option when buy for all villages is checked
Added a Race Size Limits Weight Gain option in the content settings menu, to keep weight gain from pushing past whatever limits you set for random generation on a race.
Fixed a minor issue where when a race setting for a race was first generated, it would display invalid max values (which would always be saved to the appropriate range when navigated away from / saved)
Sergal will now use the hair matches fur toggle if it's on.
A unit can no longer target itself with melee when infighting is on (that was more likely to be an accident than intentional, and the messages didn't really account for that.)
Since I added a fourth single use ability (for the slugs), I updated things so that the single use spells can be used together, instead of overwriting each other.
Added an infinite version of the assimilation trait - Use it at the risk of making your list of traits cluttered.
Feral wolves now have twice as many colors.


February 17th - V28B Released -- As usual, savegames should still be compatible.

Switched to Mega only because Mediafire seemed to be increasingly flagging the files, let me know if you need a different download method.
Win 32 - https://mega.nz/#!VTA1yaSZ!x8ZfG60sqpd9NQNcl0L3gIDSEiFHP-GsMW-7J_ErSKs
Win 64 - https://mega.nz/#!BaRHHIYD!glfWyhAsxSUcORWLMgU2_tYW4yIKX3LNYIqLa8Xspus
Mac - https://mega.nz/#!0TYhCIRR!cp9VZ6w_u07dFgLtA8ciCixoQDr1g_uaAwka3hSrvJY
Linux 64 - https://mega.nz/#!RfI1VKjA!yKw-bSQR9dS2Zsc9YkC1NGsXzzVL2ZXAm-Y3gmWuDFA


For those that want to check out the source code / unity project you can check it out here : https://mega.nz/#!ETYFCahB!aV2IKl-dJdhSYJcWl44n5jJ8U76EJP638VvAMtY7uPE . 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.

Discord server https://discord.gg/qTQSztP

I now have a Patreon. My focus is more on Unbridled Hedonism, but if you enjoy my games, feel free to contribute. I will continue supporting this game to a lesser degree as well. https://www.patreon.com/Aurilika
Last edited by Aurilika on Mon Feb 17, 2020 10:16 pm, edited 175 times in total.
User avatar
Aurilika
Intermediate Vorarephile
 
Posts: 627
Joined: Sat Oct 17, 2015 11:06 pm

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.
User avatar
GreenSlime
Participator
 
Posts: 239
Joined: Sat May 24, 2014 10:45 am

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.
User avatar
Rayen
Advanced Vorarephile
 
Posts: 735
Joined: Sat Mar 08, 2008 12:00 am
Location: Arkansas

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.
User avatar
RediQ
Participator
 
Posts: 181
Joined: Fri Aug 13, 2010 1:11 am

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.
User avatar
Anesthetic
Intermediate Vorarephile
 
Posts: 373
Joined: Wed Nov 15, 2017 6:10 am

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.
Zomulgustar
Participator
 
Posts: 199
Joined: Sun Jul 27, 2008 11:00 pm

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?
User avatar
RediQ
Participator
 
Posts: 181
Joined: Fri Aug 13, 2010 1:11 am

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.
darkevilme
---
 
Posts: 1445
Joined: Wed Feb 01, 2006 12:00 am
Location: london, UK

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.
User avatar
nnnddt
Somewhat familiar
 
Posts: 115
Joined: Sat Jul 30, 2016 5:02 pm
Location: Pays de la Loire, France

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.
User avatar
Aurilika
Intermediate Vorarephile
 
Posts: 627
Joined: Sat Oct 17, 2015 11:06 pm

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
User avatar
Aurilika
Intermediate Vorarephile
 
Posts: 627
Joined: Sat Oct 17, 2015 11:06 pm

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.
User avatar
RediQ
Participator
 
Posts: 181
Joined: Fri Aug 13, 2010 1:11 am

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.
User avatar
Absentia
Somewhat familiar
 
Posts: 99
Joined: Mon Aug 08, 2016 9:28 pm

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
User avatar
Slayerhero90
Intermediate Vorarephile
 
Posts: 397
Joined: Mon Jul 25, 2016 4:36 am

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
Lonewolf
Been posting for a bit
 
Posts: 20
Joined: Mon Feb 05, 2007 12:00 am

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
User avatar
GreenSlime
Participator
 
Posts: 239
Joined: Sat May 24, 2014 10:45 am

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
User avatar
Aurilika
Intermediate Vorarephile
 
Posts: 627
Joined: Sat Oct 17, 2015 11:06 pm

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 ?
Jade86
New to the forum
 
Posts: 5
Joined: Mon Nov 04, 2013 12:52 pm

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
Last edited by Jadex on Sat Jul 21, 2018 11:01 pm, edited 3 times in total.
User avatar
Jadex
Somewhat familiar
 
Posts: 90
Joined: Mon Mar 21, 2016 1:10 am
Location: Somewhere in Cheeseland

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.
User avatar
Aurilika
Intermediate Vorarephile
 
Posts: 627
Joined: Sat Oct 17, 2015 11:06 pm

Next

Return to Vore game

Who is online

Users browsing this forum: Alenich, asdfgh222, Brohamicus, code8x, FNman, KazuMin, shades