player1 wrote:Aurilika wrote:player1 wrote:Hmm. is thee a way to add ourselves new mapping textures? Id like to see if i can yoink a few texture in.
Do you mean actual tiles, or variations on the existing tiles? If it's tiles, you can send them in and I can add them to the project. If it's variations, that is coming in the next patch.
The kind of tile id wish for may or may not fall under the "variations". As an exemple, i wanted to check for jungle tiles, taiga or steppes, savannas tiles, volcanoes and maybe a different "ocean" tile. It's mainly to add some more variety or realism! In any case, i will wait for the next patch.
Nothing that fancy in that patch, forests, grass, water, hills, and fields now use a random sprite out of 2 or 4, for each, to give a little more variety.
Deioth wrote:I definitely think the depth and strategy intended to be added via just some rock/paper/scissors style with weapon types is better left to the introduction of unit types. Expanding again from the ideas of town/research upgrades to unlock gear and weaponry, units can be upgraded from Soldier to a prestige class. Without going crazy, I think you could eventually have four logical prestige classes: Warrior, Ranger, Mage, and Glutton. Requiring a unit to be, say, at least level 3 and with the right stats, the prestige class allows use of associated advanced/heavy weapons (Garrisons could be promoted if they level enough), Mage use the spellbook/staff weapon, and Gluttons act like the Sky Sharks where every attack is a vore attempt but becomes a light hit if it fails and cannot equip weapons. Prestige classes could also provide a trait/perk befitting that class. Warriors might also have melee accuracy increased 5% and vorability at low health is reduced 50%, or half their defense also applies to Will. Rangers get +1 to attack range and chance a snare on 20% of their hits reducing target move speed. Mages and Gluttons already have been covered as their trait would be what specializes them to their role.
I think having prestige type classes is most likely the direction it would go. For one, you can sort of wave that away with a minor accessory or something, rather than creating entire new outfits or weapons for every single race. Two, it allows you stack on a few nice little benefits, without being too overwhelming. Fewer more defined classes is also more likely than having many classes that overlap or share roles.
Dreamstars wrote:That a little brainstorm of my part on magic. I would really like magic in that game since I'm a big fantasy and magic lover x3
So here my little ideas if it can help x3
Thank you, I'll add your ideas to my notes.
Turbotowns wrote:I was thinking that, with magic, it would be my slime's bane, like all physical attacks only do, like, 1 damage, but magical attacks do 2 to 4 times as much damage to the slimes than it would to any other unit.
Mostly, once magic gets added I can finally say... "The Lizards have become Wizards!"(Something I came up with when I pronounced lizards in a cutesy way, changing the l to a w and immediately realizing what it spelled.)
Aside from that... You(Auri) keep mentioning the next patch, do you have an Idea of when that'll drop?
I probably wouldn't do anything quite that drastic with slimes, as at level 1, or if magic wasn't in that battle, the slimes would be basically unstoppable.
Yes, I do have an idea when it will drop... that time.. Is now! (Sorry, I couldn't resist)
It's possible I missed getting some changes into the log as this was a big patch. Actually I can guarantee it because one of those is the number of sprites for the wyvern tripled.
Wasn't able to finish the random traits, but the short term future includes that as well as some other interesting stuff.
17:
New Races / Race Changes:
Added taurus (cows/bulls) as a main race.
Added feral wolves as monsters.
Added Alligator race (a mercenary only race at the moment)
Shark armies now have dark swallowers (a new monster race) mixed in.
Sharks now have additional belly sizes
Crypters have the resilient trait for damage reduction
Kangaroos have the resourceful trait - an additional item slot
Several of the monster races have additional traits added
Added a new unique mercenary button, where unique mercenaries can be hired from mercenary camps. Only 1 of a given unique mercenary can exist in the world at once, though. Currently there is only 1 type of unique mercenary.
Slimes now have the softbody trait, which doubles acid damage they take --- this is not actually a new property, it was previously included in the gelatinous Body trait, but it was not visible on the trait tooltip (having 3 effects on a trait was probably pushing it, and that's probably why I forgot to label it properly)
New Features / Miscellaneous Changes:
Can now click on the names of consumed units in the unit info panel to show you the panel for that unit, in case you're confused about which unit is in whose belly.
Combined with that, it now shows a small picture of the unit it's currently displaying info for. It may only be of minor use unless you're looking at the stats of a consumed unit, but I think it's a nice touch. If you dislike this, let me know and I'll make it optional.
Added a slider to adjust the amount of MP armies have. It's in the content menu so that it can be adjusted mid-game if needed.
Added an option to show some extra vore information in tactical mode.
Can now control the teams for monsters, so you can make them all allied together, not allied, or even allied with a player as you wish.
Added an option to cut the miss rate in half for physical attacks, which was suggested as an 'anti-xcom' feature.
Have the option to make the camera follow moving/attacking units in tactical and strategic, Either with the main camera, or a side camera that pops up whenever there is action.
Can now customize how long different actions take for the AI in tactical battles.
Army inventory added, you can move items between units, or have them in the army inventory, which follows the army around. Items will be lost if the army perishes though. A slightly useful feature, but it opens up the possibilities of special drops or perhaps collecting equipment from enemies at some future point.
Added option for the level up panel to stay open if you have multiple level ups available to make spending multiple levels easier.
Slowed down the absorption phase by 50% - digestion is unchanged (I kind of wanted to make it a slider, but that greatly affects healing rate as well, so I opted to just make it slower by default for now)
Surrendered units no longer receive or contribute to pack bonuses.
Mercenaries of stronger monster types cost more, and weaker monsters cost less.
Clothes/bones/scat are now generated in about a half tile range in each direction rather than always being centered in a tile.
CockVore hides clothing option should now ignore clothing that doesn't cover the cock
Adjusted incorrect squished breast sprites for lizards
Monsters now pull from their own pool of names, some races have specific names they use some of, others simply pull from the new monsters.txt which is in the same place as the females.txt and males.txt (as a reminder, the one in the userdata folder is the one that should be modified, and it only exists after the game is run once)
Added option to discourage the AI from using oral vore (makes them prefer other vore types)
Continued to optimize the tactical auto-calculation speed.
Added a Victory type line to the tactical stats, ranging from flawless to marginal, with costly or pyrrhic if the victor has traded particularly poorly. The worst possible victory would be a 'Pyrrhic Marginal Victory' which would be if less than 20% of your army's value survived, and you took 4 times higher losses than the enemy
Added updated furry genital sprites to support cockvore and additional sizes
Some tiles (grass, forest, water, fields, desert and hills) have a few different variations that are visible now.
Bug Fixes:
Fixed bug where the bulk buy command would buy equipment for units that can't normally buy equipment (like monsters)
Fixed males being able to UB if the Herms UB option was checked.
Fixed the save preview displaying battle races incorrectly in some cases.
Fixed a bug that was caused vagrant armies to be considered weaker than they were. Also adjusted estimated strengths (army power) for monsters.