Ger-Fox wrote:yes defence would be awesome when here is a damage reduce and a evade for evade attacks/get nommed. maybe evade help for get out faster
something what help again belly time~ the lower the preds hp the more easy to get out? help when a pred eat your unit . this unit have already somebody in tummy and get hp while pred get digested from a other unit from ya. your own unit get more or stay same because absorb and the pred who get eaten loose more and more and so the prey escape faster and not first after is begin to absorb xD
I'll definitely think about stats and if there's a good way to shuffle them around a little.
A lower health pred being easier to escape from is probably a good idea, I don't think that exists in the game yet. I forget if I said this already but I'm probably going to make escape slightly more likely soon. It's based on the current health of the prey, and how long the prey has been in a stomach, they start out with a penalty as they get their bearings, and slowly increase odds for 8 turns (though they also lose odds somewhat at the same time by losing health). I never really tweaked that around after I made a high stomach stat increase digestion damage, so I think its incredibly rare for it to happen.
That1guy wrote:When I attacked a village (the last bunny village left, some random village other than the capital, if that helps), a lot of the garrisioned troops had taken a whole bunch of damage. Is it intentional that their damage is kept? Definitely threw me off seeing that this game I played with edible corpses, meaning that most units are instahealed. Haven't really tested to see whether they would heal more with time or not.
Edit: This was 14C by the way.
It is intentional that their damage is kept, but units in towns heal something like 10% of their maximum health per turn. So that's not outside of the realm of possibility, though it is slightly suspicious. Garrison units should also participate in the end of battle feasting of corpses. It's possible that there was an defending army there too and the army ate most of the corpses, but I can't say for certain.
GreenSlime wrote:What if "slippery" status makes target harder to vore, but if it's eaten, it's harder for it to escape? This could solve one freed target being repeatedly eaten AND target repeatedly escaping stomach.
That might work fairly well. I won't put that in until the race properties patch, because it would benefit from a redesign of the unit info panel I have planned so that it better shows buffs, and hovering over or clicking on a stat or trait will tell you what it does.
GramzonTheDragon wrote:Oh wow it completely flew over my head that furries were added. New suggestion time!
Since the furry hands and feet option does nothing to fully furrified units, you should have the option instead enable the scruffy fluff rings on each of their limbs and without leave them without the long fur. the average furry doesn't have incredibly long fur surrounding their elbows and lower thighs.
I can peel back the curtain a little and tell you that the fluffy rings were created partially to model after a particular picture, and partly to hide the seams where the arm/leg fur and body fur meets (I think it was relating to the different body sizes and making sure that the skin-fur connection also looked okay). At some point they may be optional, but the sprites would need some modification first. GreenSlime already has a queue a mile long so I don't want to ask too much of him.
bloodle8 wrote:Heya! Game's pretty fun, though I have a few things!
One, game seems to hit an exception when I try to make a pure tactical game with... Too many units, maybe? I'm assuming I'm telling it to put too many units into the map and that's crashing it, or something. Here's a link to the recentexceptions file I had:
https://pastebin.com/cJ5D8TiBI was also wondering if it'd be possible to add alternate forms of disposal in the future? Not a fan of scat, but clean bones would be fun! Or, if unbirth or cock vore get added later down the line, cum stains would be cool.
Thank you. It looks like that bug is actually a result of starting a pure tactical game on a village or walled village map. At some point that had broken and I hadn't noticed. I'll get that fixed for the next patch.
I think GreenSlime was working on clean bone sprites, but I'm not sure now. If I get the sprites I'll put them in. As for the cum stains, it seems as though unbirth and cock vore might be added in the next couple weeks, so I would probably include that when they get in.
Orosaki wrote:Speed's usefulness should be more or less reducing enemy accuracy most and foremost while defense reduces damage taken. Adding classes might help mitigate the level problem especially if some classes have abilities which make them good against higher level units, but not so great vs weaker units, like actual underdogs. I would prefer it if you didn't remove the +1 to every stat on level up unless it is as a last resort for balancing.
Had a few new building ideas that might help. As well as a class idea too.
Underdog class - No stat bonus. Special Ability: Challenge - Doubles their stats vs units more than 10 levels above them but halves their stats vs units whose level is less than 5 below their own.
Towers - Indestructible towers that deal regular damage to invading armies. Towers never miss their mark and deal damage equal to 1/10 of the target's hp. There are only a few and they are scattered so that they do not have overlapping firing arcs. Their range is 5 more than compound bows.
Guard barracks - Provides 5 free garrison units whose levels are based on the highest level achieved by a non leader unit, they are non recruitable or hirable. So in other words if the strongest non hero or leader unit was 30, the 5 guards provided will also be 30. They also come with free equipment based on their best stats.
Captains Home - Provides a leader unit with a high leadership for the garrison. The unit is a not as combatative and has high stats in will leadership and hp, The captain will help mitigate the difference between weak low level garrisons and an invading army by giving huge bonuses to their stats through the leadership stat. The captain's level is based on the highest level achieved by a hero or leader.
The towers add a strategic element to capturing a village no matter what, as the damage they deal is devastating now matter how tough the unit is, the guard barracks help provide a strong defense, but cuts the income of any village it is built in, the captain home also reduces income while boosting not just standard garrison but the aforementioned guards, both of them combined can turn a village into a decently fortified location, that will take some decently strong enemies to overcome especially with towers thrown in for good measure. these upgrades are useful for making a last stand, especially if the enemy has some strong units. though you may not be able to field an army easily in such a case, due to the fact these buildings reduce the income by a decent amount, as these buildings are effective putting a village into full on defense instead of focusing on armies and offense.
The captain and guards level are based on the highest levels achieved by the controlling player not the highest levels achieved by anyone.
Some interesting ideas. I was thinking that the guards would be way overpowered with their scaling until I saw that you said they only scale to friendly units. I still feel like that might swing the pendulum too far though. It would help out weaker villages, but stronger villages would turn into powerhouses that the enemy couldn't possibly engage, turning the game into a stalemate or slow battle of attrition.
So... I'm tempted to switch the stats around so that speed becomes speed(with diminishing returns)/evasion, and defense becomes more about damage reduction. If anyone has thoughts on that, let me know.