Vore War V21G

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Vore War V21G

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 to 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 v21.jpg
Strategic View


Tactical V21.jpg
Tactical View


GameplayOptions.jpg
Some of the options



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.


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
21G:
Fixed the layers being incorrect for pathfinding nodes (they are supposed to display the number of additional turns but somehow the layers got mixed up)
Fixed some typos in the tactical log text
Bat spawners can now be placed in the map editor
Bat corpses no longer flap their wings
Placing tiles with the map editor on display simple tiles now places new tiles with simple mode appearance, instead of running the normal tile rules.
Fixed placing a tile on the map editor causing map objects within two tiles to temporarily disappear
Fixed a couple of exceptions.

21F:
Fixed some oddities related to imp leader clothing and clothes being hidden during cockvore
Fixed a bug that prevented you from properly recruiting units from a village that is a mercenary race. Also another unexpected bug related to that.
Monsters set to the same team as players now update properly for the diplomacy system. If diplomacy is turned off, the game periodically checks to make sure all links are based on teams.
Fixed a rare potential bug where leaders of empires that don't exist could spawn.
Tiger special clothing now hides shoes if the feet are furry.

21E:
Fixed the new eyebrows appearing on many units where they shouldn't be due to an oversight.
Imp leader clothing is one again selectable.
Cat leaders now default to wearing their leader clothes

21D:
Lizards now have clothes that fit better. Note that adding an additional clothing item throws off the current outfit (well, only for rags or lizard peasants), I'm counteracting that for normal saves, but can't really address it for the saved customizations easily.
Monsters now flee significantly less often.
Some additional tactical log lines, including more variety for anal vore,
Fixed an exception if you created an empire that had no capital in the map editor and ran the AI for that empire.
Fixed up some miscellaneous exceptions
Went ahead and made it so if you manually dismiss a unit of a monster or mercenary race into an empty village it becomes the race of the village, instead of that only working for the mainline races. It's technically exploitable, but only player units will do it so it should be acceptible (besides, some people want to be able to use more of the monster or merc races).
Added bats race.
Editing allied or enemy units with the unit editor will now properly update the unit's auto-level up category based on their items (Units not controlled by an AI are unaffected, so that you don't accidentally counteract your own plans)
Races that use the shared pool of sprites (like cats, wolves, tigers), now have eyebrows
Can now view an allies full army if they have a larger max than you, instead of just showing up to your max from their army.
Can now hold shift in the strategic view to quickly show allies, enemies, neutral, and self
Finally found the bug that lead to units being in inaccessible places if only decorations blocked the path to them
Minor sprite fixes

21C:
Tweaked tactical generator a little to try to prevent isolated forces (it's supposed to but it seems to very rarely fail)
Some slight adjustments to some of the base model sprites
AI now more efficiently uses books that they find (can assign up to 50% of their army as spellcasters, depending on how many books they find), though they still don't actually purchase books, they just use the ones they get from hiring or from monsters.
Fixed the simple farms option showing normal farms as snow farms and vice versa. Also, they now take effect instantly, instead of sometimes needing to wait for the next time the map is refreshed
Fixed a bug in the pathfinder that could throw an exception when clicking on a neutral village.
Fixed the end of absorption scat messages using backwards logic (on when they shouldn't be, and off when they should)

21B:
There is now a relations hit for genocide (devouring 100% of a village that's not of your race)
If you take a village back that's the race of an ally or neutral party, you have the option of gifting it back to them for a relations boost. (Previously it would always give to allies, and didn't affect relations)
The amount of diplomatic reputation gained by attacking an enemy of an empire has increased, the amount lost by attacking an ally of an empire has increased. Relations also re-center faster than they did before.
New tier 3 spell, enlarge, increases stats and size by 20%
AI will now try to take control of empty villages instead of completely ignoring them, but at a low priority.
Village map generation spawning improved (buildings could sometimes leave unconnected tile islands the game still thought were okay and would spawn units there)
The strategic map now has softened edges between tiles. (there are still some work in progress places, but most of the auto-terrain works well together (ice and water is one example that still needs
The frequency of imp summons have been reduced
Fled leaders that arrive at a town will now auto-join the army at that location if it has space, or create a new army if they can, or only sit in the hireable list if neither of those is possible.
Player leaders will now be flagged as dead (allowing them to be resurrected) if the game somehow loses track of where they are (i.e. not in an army, village inventory, or in an invisible army fleeing to a village, (This was already true for AI Leaders))
Invisible fleeing units will now pick another village if the village they are heading towards is taken.
Fixed the AI ignoring gold mines with no owners due to a side effect of the diplomacy system
Improved support for reading special letter character types out of files, at least the common ones, like é
Additional scat related text has been added to the tactical log for if scat is enabled.
Fixed up a bug that allowed the AI to make a predator attempt and then cast a spell with the same movement points in some cases.

21A:
There is now snow fields and desert fields that show up around towns if the town was generated in that environment (also available for normal placing in the map editor)
Fix for eccentric body colors changing the color of the open mouth with the core race set.
Old savegames with a smaller number of max races,( i.e. before equines existed) now load correctly again (this also fixes the tutorial)
Made the failed tactical map situation (where it generates a map with just grass) extremely rare (it tries to generate a second time if the first one is declared unpathable)
Fixed Selicia swallow messages the rest of the way, so that they properly reflect the presence or absense of current occupants.
Fixed Voilins not having a strategic sprite which caused them to general several errors.
Attempted to fix a mac related bug.
Fixed a bug with trying to create games that had fog.
Fixed a bug with non-pred lamias, imps, goblins or pucas throwing exceptions

21:
Villages now have a happiness value, which affects population growth and tax income. Devouring from a village, or having it conquered by someone who isn't the original owner will lower happiness, but being returned to the original owner increases happiness. Village happiness will gradually otherwise work its way towards 100 for villages of your own race, and 80 for villages not of your race (this serves as a replacement for the 80% income villages of other races have always gotten, so that mechanic is replaced by a more noticible mechanic)
Added basic diplomacy functions. They can declare war, or try to make peace or alliances, or give gold. Enemies will only make peace or ally if they like you enough. Relations will also very slowly work their way towards an equilibrium value depending on whether they are enemies, neutral or allies. AI can declare peace / war / alliances on their own, but they don't cheat in terms of relations.
The auto-level up picker has been upgraded slightly, it allows you to view the settings for types, or create your own settings for a particular unit. (It tries to maintain the given ratios, i.e. if you have strength set to 4, and endurance set to 2, it will try to maintain a 4 to 2 ratio, i.e. if you have 50 strength it would aim for 25 endurance. The random nature of level ups means that it will vary a bit, but will try to correct itself). The custom type is stored individually for each unit that's using it.
Added a new terrain generator for strategic, which allows the customization of water, and uses more of the terrain types, there is still the option for the old generator if desired as well.
Tactical Terrain has been livened up (water and other things besides trees have been added), and a desert tileset has also been added. There's also a small snow tileset, that's still under construction but added in.
Now displays the shown health bar for pounce melee damage. Realized that the damage calculation that health bar was using was outdated, so it should now be more accurate if there are traits or buffs/debuffs involved. Also added shown health bars for damage spells, inclding area of effect ones.
Can now specify default names on a per-race basis. You'd put it in the directory the default names are in (UserData), and name it the name of the race as it appears in game, and the gender, so for example femaleCats.txt, or femaleDogs.txt, or maleLamia.txt . Monsters are slightly different because they don't use genders, as they're usually more generic and would just be Sharks.txt . Some monster races with more advanced naming schemes (like the wyvern that are often named by wing color) may overwrite the names though.
Added new special mercenary, Scorch.
Added the Collector monster race, they are paired with the Harvesters as their pets / beasts of burden. Also added the Voilin monster race.
Fixed leotards so they use the proper belly color
Tiger outfit now functions properly for males (they were using a second pair of pants that blocked their bellies), also made the outfit disappear if cock vore clothes hiding is on.
The subjugation pen is no more, you now always have the ability to recruit units from any village you own. It didn't really add much to the game, and was just kind of a obstacle to smooth play. (The adventurers and mercenaries were the breaking point, the fact that you could recruit mercenaries without the pen, but not adventurers may have made worked to maintain internal consistency, but really didn't make sense)
Turning off sound now disables spell sounds as well.
Fixed buildings no longer blocking movement after loading a tactical save
Race lists are now sorted alphabetically in create tactical and the unit editor, as that seems almost necessary with 38 races.
Some new village building graphics
Fixed a bug where AI could still recruit an army if an allied army was in their town.
Now displays what items were received from a battle (it's always just books at this point unless an army is dragging around items in its item stock)
Reworked the queued strategic move system a little more. Now they will stop before engaging any hostile or army, even if it is their destination, unless they were ordered to that square during the current turn.
Fixed some various minor UI issues
Succubi now only have the succubus sword item locked, any other slots are available for use.
Adding or removing the prey trait on a unit with the unit editor will now convert the unit to or from a predator. (Using it during battle on a predator will free all of the living prey)
Fixed Lamia balls being in an incorrect place (A side effect from the fix that I put in 20C), also fixed up their tail pattern being messed up under certain circumstances.
Can now click on prey of prey to view their info card, rather than having to go one step at a time.
Fixed a bug where the empty stomach Selicia messages wouldn't occur because the prey was already inside when the message was generated.


April 2nd - V21G Released -- As usual, savegames should still be compatible.

Win 32 - https://www.mediafire.com/file/uetltq5c ... 2.zip/file
Win 64 - https://www.mediafire.com/file/hepuzu87 ... 4.zip/file
Mac - https://www.mediafire.com/file/u0w29pu6 ... c.zip/file
Linux 64 - https://www.mediafire.com/file/rg8gvxtj ... 4.zip/file

For those that want to check out the source code / unity project you can check it out here : https://www.mediafire.com/file/465ctb6c ... G.zip/file . 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

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 Apr 11, 2019 11:09 pm, edited 131 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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