SymLeikill wrote:Is there a possibility that you could add a option that enables or disables a race's ability to have a vore leader, or have disabling vore for a race also disable the leader's ability to vore? Its nice and fun having personal leaders that you can revive, but any race that has the vore option disabled still gets a leader that is capable of vore. This can cause a few interesting, but slightly irritating situations of a army filled with level 3-5's, yet a leader that is level 12. And unfortunately the only way to completely prevent a race from voreing something is by also disabling leaders, which obviously also prevents you from having a leader yourself.
I think a good part of that is simply them not leveling down correctly when they die. This patch fixes that, and gives you more control over how much experience they lose on death.
Patch 18 Released. Releasing a little early so that if any large bugs are discovered early, I can fix them before I sleep. Otherwise it's likely there will be a patch tomorrow.
18:
Graphics / Races:
The Crux race have been added as a main race. They have a ton of customization options. It's likely their traits may change at some point in the future.
Now that the Cake event has run its course, they've been added to the normal lineup for everybody for simplicity. This also means that they are now in the pure tactical mode. HS made them to celebrate 6 months for this game on the forums. Their frosting colors are now more colorful as well.
Can now use more unusual colors for hair/fur. By default, the game won't randomly pick them, but you can still manually switch to them. You can turn on the extra random hair colors in the content menu.
There's now an option to brighten the lower feathers on the harpies on a per unit basis for a "more fabulous birb"
By request, the lamia can now spawn without face scales and horns, and it can be adjusted in the customization screen.
Fixed some general layering issues and adjusted some sprite alignments
Cat Leader clothing added, and a new goblin outfit, and a new tiger outfit and a raincoat for the slimes.
Begun improving the looks of the towns in tactical mode .
The slime bone weapon has been replaced by a better looking bone, and I've also fixed the layers so their weapons are on the right layer now.
Adjusted Selicia belly scaling to be very slightly slower.
Gameplay / Misc
Added a right click menu in the tactical screen, where if you have a unit selected and right click on another unit you can quickly see and choose an attack or action. It may still have a bug or two, but I think it's mostly in shape. There will likely be some other combo actions later on, like move to target and attack, but that would require a little bit of reworking first.
Added An Empire status screen to strategic mode, that displays all of the empires and their number of villages and armies (plus additional information if you're watching an AI only game or have the full strategic information cheat toggle turned on.)
Added a cheat menu, with some cheaty options and cheaty actions. You can enable the full information tooltips in the strategic mode, or enable the unit editor, that allows you to change the race, customizations, and stats of any unit that you can see the info card for (recruit screen or tactical screen) You can also make a side automatically win in a tactical battle (though it currently doesn't immediately end if you use it during an AI turn, or take control of a side that was AI controlled.)
Can now place spawning locations for monsters in the map editor. If at least one spawning location exists for a monster, it will only spawn in a 5x5 centered on the spawner, or off a random spawner if there are multiples. Otherwise they will be randomly placed on the entire map like usual. They are considered doodads, so you can overwrite them by placing terrain under them like you would for bridges.
The tooltip of the stomach stat now displays the current usage in addition to the max capacity.
The amount of experience loss when a leader dies is now adjustable, either by a set number of levels, or a percentage of their total experience (or both)
Gold mines have been added, if captured they generate a constant income for your empire.
You can now select an alt vore and then select vore pounce to do a vore pounce with that alt-vore. You can also do it through the added right click menu.
Added in an option to have monsters ignore towns like they did before.
Can set the maximum number of armies that any given empire can have. It's set globally in the content menu, at least for now.
Gave the buildings some tweaking and incorporated the building mod from Annoynimouse. The changes to the base are that the mill and manor function slightly differently, but have the same feel, and there is a new irrigation improvement that increases maximum population. You can run if it you wish on the start of a new game, but be aware it's not really balanced.
Can now interact more with your towns when allied units are in them (buy garrison weapons, even equip your allies), and can also interact more with allied towns as well.
Can now alt-vore corpses.
Can now buy the same weapon or accessory for all units in your army that don't have it by shift clicking on the option to buy it at the shop (there's a confirmation prompt)
Can set the minimum and maximum sizes for Monster armies manually.
Added the ability to disable clothing discards (assume they get digested)
Fixes:
Fixed Fog of War automatically turning off when you loaded a saved game
Fixed a bug where the wolves pack voracity wasn't functioning.
Fixed taurus hair ignoring the male/female hairstyle flags.
Fixed cats being able to pounce on allied cats, allowing them to move for free, or damage allies.
Cleaned up some more exceptions
Monsters will no longer devour/hold position in allied villages.
Battle review now correctly displays units with fully empty bellies
Redesigned the way clothing works behind the scenes (you really shouldn't notice anything unless I made some mistakes)
Fixed a bug where both pure tactical leaders would use the attacker's level
Fixed newly created monsters not spending their exp before attacking
Adjusted the ball positions for imps to be where they should be.