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Re: Vore War V22B

Postby Aurilika » Fri Apr 26, 2019 12:05 am

Turbotowns wrote:Does having a cheat trait(Like LightningSpeed) draw aggro? Cause the enemy REALLY seems to want to kill Amber...


It does not, the main factors they are concerned with for normal attacks are can they reach it in one turn? If so, they sort based on the expected number of attacks to kill. I.e. if they have 50% chance to hit a unit and they do 4 damage and it has 8 health, that's an expected attacks to kill of 4.

Marpatt wrote:One weird text one I have encountered (less grammar error, more a little immersion breaking)

I'm in the middle of a bit of a revamp for better sorting the combat messages to reduce ones that feel odd. That will likely be done for the next major patch.

Turbotowns wrote:Also! Really hope the village levels issue gets cleared up soon, if I hadn't dismissed some of my strong units for a village's garrison, I would've lost it to some feral wolves... Again...

I thought I had already fixed that. I can't ever get it to happen. If you can get it to happen reliably in 22C send me a saved game and I'll kill it for good.

DisguisedQQ wrote:Books doesn't recognised as a weapon when you dismissing unit, so they not joining garrison battles.
When choosing custom autoleveling *1* for one unit, you can't choose the same custom *1* again for next unit, and have to switch to another custom *2* to be able to choose previous one *1*.
When typing new name for kingdom, buttons doesn't get blocked on global map, so you can hit movement button and send your army to random location
upon hitting "rename" button.
When assaulting forces retreating from ballte, they could be allowed to choose whenever they want to just stay on global map or went full retreat
to nearest town. Ofc, no such thing for defenders. :P
Also, option to sell loot without equipping it would be sweet.
Possibility to skip turn for specific units, so AI won't use them this turn.

PS. I hope that someone will bring fairies into game... :3

Okay, books now are considered weapons (at least for that check). Fixed the bug with the custom level dropdown. Made the naming thing block keys and pause action. Some of those other things may show up in a later patch.

Etherthedrake wrote:I was wondering if a cheat trait could be added which allowed a unit to vore friendly ones and even heal them at about 1/4 its' digestion rate. Although it's highly unlikely that it will be added, i'll leave this suggestion here, just in case.

You can already eat them but not heal them, though that is likely to come in some form eventually.

22C Released:

Fixed up a few bugs, and Added a new monster race, the frogs, by Egg. They may end up changing around a little bit graphics wise. There's a bunch of things going on in the next few days so I'll be quiet for a while, and then either start on another bug fixing patch, or possibly launch into working on the next major version depending on how things look.

V22C:
Frog race added (contains a few unique traits). I didn't think about their strategic icon until last second, so it's just a scaled down version of their sprite.
Added an option for weight loss over time to counteract weight gain
Hovering over a status effect applied by a spell now turns you the number of remaining turns on that effect
Units that only have books equipped (and no weapons) are now considered valid units to choose as defenders.
Cats and Dogs now have more village names and start off with different ones.
Continued making log changes (There's still a bunch of pending changes I didn't manage to get to)
Fixed a bug where the monster empires would default to 100% scaling in the content window instead of 40% scaling as intended. (This popped up somewhere along the line without me noticing) The default settings should revert to 40% (this is a one time occurance so you can change it back to whatever you wish), but any currently active games will stay at whatever they were at before.
Having the empire rename window up now pauses the action and also prevents you from hitting any hotkeys that affect the game.
The frozen armies setting now works correctly even if the AI has enough money to buy multiple armies in their first turn.
Fixed a typo in the strategic AI that was causing them to prioritize empty villages, and also not care whether the village was formerly theirs or an ally's (both which were supposed to boost priority)
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Re: Vore War V22B

Postby Turbotowns » Fri Apr 26, 2019 12:54 am

Aurilika wrote:
Turbotowns wrote:Does having a cheat trait(Like LightningSpeed) draw aggro? Cause the enemy REALLY seems to want to kill Amber...


It does not, the main factors they are concerned with for normal attacks are can they reach it in one turn? If so, they sort based on the expected number of attacks to kill. I.e. if they have 50% chance to hit a unit and they do 4 damage and it has 8 health, that's an expected attacks to kill of 4.


Must be how I spec-ed Amber's stats then, if the AI think they can kill her more easily then the others(actually it DID seem like she was losing health quickly... thank god for the new eternal trait).

Also...

Aurilika wrote:Hovering over a status effect applied by a spell now turns you the number of remaining turns on that effect.




Aurilika wrote:Frog race added (contains a few unique traits). I didn't think about their strategic icon until last second, so it's just a scaled down version of their sprite.


Oh my GOD! They are ADORABLE! Who created this cuteness?!

...Now we just need a humanoid version!
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Re: Vore War V22C

Postby MrLoro » Fri Apr 26, 2019 1:14 am

Beggars can't be choosers, but I'd really love to see some taurs in this game (with dual bellys)...
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Re: Vore War V22C

Postby SparkyTheWolf » Fri Apr 26, 2019 6:43 am

MrLoro wrote:Beggars can't be choosers, but I'd really love to see some taurs in this game (with dual bellys)...


I second this request, it would be pretty awesome!
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Re: Vore War V22C

Postby TershaSerou » Fri Apr 26, 2019 11:00 am

SparkyTheWolf wrote:
MrLoro wrote:Beggars can't be choosers, but I'd really love to see some taurs in this game (with dual bellys)...


I second this request, it would be pretty awesome!
Actually that really would be a neat feature.
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Re: Vore War V22C

Postby terrace » Sat Apr 27, 2019 2:23 am

Just wanting to toss another suggestion into the sea, but I'm interested in seeing 'Legendary' Items added to the game, since I know Dragons have been in the works for some time, and I feel they (or other 'world-boss' style Monsters) could prove as a good gateway of worthiness for powerful items.
(TL;DR Legendary Items, Can be toggled on/off in settings, difficult to get (difficulty toggleable, probably), they level up and grow more useful as time goes on, everyone in the game knows when someone has an Artifact (also toggleable on/off, maybe a feature of Fog of War)

1. Legendary Items have a 'global' presence. An army that is currently utilizing one will have a bit of a target on their back, as mousing over an Army will say something like "They have the Artifact of Digestion!" or looking under the 'Empires' Tab lists any Artifacts they have access to.
On the topic of that, Legendaries to aid Towns could be interesting, like an Artifact of Greed or an Artifact of Fertility to boost the Town's production, or an Artifact of Safety that provides a considerable bonus to defenders.

2. Legendary Items are, obviously, really difficult to get your hands on in normal play, either having to be taken by a desperation play by an Empire who's starting to lose it's footing, or to further enforce the rule of a powerful Empire (obviously Legendaries would have to be toggleable, they'd shift the balance far too much for an average game.

3. Legendary Items could have their own Levels that rise up as time goes on, meaning that in the early-game, they don't shift the scales too much (maybe give a unit or several some stat bonuses or special traits to utilize), but as time goes on the Item grows in power, thus making it more powerful. Therefore an Army who's obtained dominance extremely early can't steam-roll the game any further by taking the Artifact of Gluttony or whatnot, and there's still a chance for another Empire to get back in the game, and even get a power buffer in the process.

Suppose I'll make a list of suggestions in case you do end up jotting this idea down...
- Artifact of Might/Flexibility/Protection/Speed/Intellect/Willpower/Gluttony - Artifacts to provide buffs to Strength, Dexterity, Endurance, Agility, Mind, Will, and Voracity and/or Stomach respectively. Could be either Artifacts for single characters providing big buffs, or Artifacts for a whole group (i.e. an Artifact-Carrier has a buff provided to nearby allies). There could be both Single Character and Army Buffing variants of each Artifact, or just one variant
- Artifact of Glory - Gives an increase for XP earned to the holder(s)
- Artifact of Churning - Applies a trait similar to Fast Digestion to everyone in a group (or a powered-up variant to a single holder)
- Artifact of Swarming - Gives a trait similar to Astral Call that has a chance to summon more allies for a group to work with
- Artifact of Divinity - Gives a trait similar to Divine Bloodline to the holder, making them much stronger (would probably have to be a far rarer Artifact, or even one with a negative effect associated with it, like said unit being un-reviveable, having a weakness to being devoured, etc.)
- Artifact of Growth - One of two ideas. Either makes a Unit have the Enlargen effect permanently, or makes a unit, no matter what it's current level, on-par with the strongest unit on the battlefield (or at least on-par with a stronger unit, meaning a Level 1 could stand toe-to-toe with a Level 20 with the help of an Artifact)
- Artifact of Souls - If Soul Vore was ever planned as a feature (I forgot to read the 'planned features' tab before I started typing this essay out), this could be a way to give it a use, giving a trait somewhat similar to Gene Eater (though frankly I'm not 100% sure how that trait works) that allows the Artifact's Holder to take the 'powers' of whoever it devours and keep them within the Artifact. (Could possibly come with an extra option to release Souls trapped within, as if a Soul is trapped it could stop Soul Imprint from working)
- Artifact of Comfort - Provides a 100%+ Recovery Buff while inside of a town (similar to if a town had an Inn, except the Artifact could stack with the Inn's ability)
- Artifact of Greed - Provides more Income from the town. Probably starts off as a 20% Bonus or something small, but as it 'levels up, that could become 100% extra or more
- Artifact of Fertility - Acts as if everyone in the town has the Prolific Breeder trait, or some other population-increaser
- Artifact of Bastion - Gives anyone Defending a Town a bonus (automatically puts them on the same threat-level as an attacker, gives the town itself a buff (wonder what the wall could do?), or some better idea that's slipped my mind)

Unrelated but the addition of Spider Monsters or a Drider Race would be appreciated by my Arachnophiliac friend (but I'm not sure if anyone of the spriters for this project have been working on that, but I dunno how to sprite) also I kinda just like Spiders, too
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Re: Vore War V22C

Postby Nemzio » Sat Apr 27, 2019 11:01 am

For the new weight loss option, it would be nice to have an option to scale that, like a slider to change the percentage.

On another note, would it at all be possible to customize the specific vore types of races? Like if you could set that when you are starting a new game, ex: only Taurus could breast vore.

I've been following this project for a while now, thanks for everything you do! I'm sinking hours into this game every day! ^-^
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Re: Vore War V22C

Postby ConnTheElite » Sat Apr 27, 2019 5:40 pm

Man, this game just keeps getting better and better. I'm enjoying the magic system and the possibility of dragons (and other units that take up multiple slots) coming soon is exciting

Nemzio wrote:
On another note, would it at all be possible to customize the specific vore types of races? Like if you could set that when you are starting a new game, ex: only Taurus could breast vore.



I like this idea too, this way I get to see the vore type I want even when I use auto battle.

This idea might be a bit ambitious, but I just thought of another possible feature.

When an empire-controlled army defeats a monster army, there's a chance they will obtain an egg/youngling of that monster that acts as an inventory item. The next time the army visits a friendly city, they will drop off the egg/youngling and it will be added to that city's population and recruitment list. Just a more natural way to get monsters into your army besides RNG with mercenaries and inns.

Keep up the good work. :D I have a tendency to lurk, so I may not comment much, but I am checking for updates and news on a regular basis.
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Re: Vore War V22C

Postby Persona59523 » Sat Apr 27, 2019 6:48 pm

If anyone don't mind, I would like to watch the gameplay but I can't run the file since I don't have a desktop computer. Maybe post it on pornhub?
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Re: Vore War V22C

Postby GreenSlime » Sat Apr 27, 2019 8:12 pm

https://www.youtube.com/watch?v=xm7QApsBix8

Some time ago some cool person uploaded the gameplay on YouTube. Keep in mind that it's old build, so some features/fixes are not there.

And by "not desktop" you mean you only have phone?
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Re: Vore War V22C

Postby Anesthetic » Sat Apr 27, 2019 10:02 pm

So can you not add the new races to existing save games? Cause I can't seem to get no frogs in ma world.
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Re: Vore War V22C

Postby DisguisedQQ » Sat Apr 27, 2019 10:54 pm

Frogs weapon doesn't show it's damage.
Someone said about getting eggs from monsters... Randomspawn lairs would be better for that. :P
About lairs, creatures could sometimes make up lairs which could work similar to towns but non-capturable, only razeable, with defenders,
growning over time, maybe creatures could store there their loot and ofc spawn more creatures. If they sustain long enough they could get another
lair, forcing you to deal with them if you don't wanna get overwhelmed. And it's definetly should be optional.
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Re: Vore War V22C

Postby VLover552 » Sat Apr 27, 2019 11:39 pm

That could be cool like an infestation of sorts and it could have different tiers and higher tiers are stronger and such
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Re: Vore War V22C

Postby Turbotowns » Sun Apr 28, 2019 4:59 am

Anesthetic wrote:So can you not add the new races to existing save games? Cause I can't seem to get no frogs in ma world.


Go into the content settings, on the monster tab, scroll down, and enable them(Frogs), also check the boxes if you want them to appear as mercenaries(Frogs, kobolds, and Asura).


DisguisedQQ wrote:Frogs weapon doesn't show it's damage.
Someone said about getting eggs from monsters... Randomspawn lairs would be better for that. :P
About lairs, creatures could sometimes make up lairs which could work similar to towns but non-capturable, only razeable, with defenders,
growning over time, maybe creatures could store there their loot and ofc spawn more creatures. If they sustain long enough they could get another
lair, forcing you to deal with them if you don't wanna get overwhelmed. And it's definetly should be optional.


THAT sounds fun. :D
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I use "Gulps" like stars. I.E. :gulp: :gulp: equals 2-stars. ^^
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Re: Vore War V22C

Postby Deioth » Sun Apr 28, 2019 9:14 am

Anyone else noticing monsters all seem to be gendered female regardless of your options forcing male only for races and such? Or am I missing something?

Also, I'd love to know when Equines are getting their touch up, and when Taurus might get some real customization options (the male furry versions at least are extremely restricted, no mouth or eye customization, only some color and a few hair options, no idea if others are similar I play male-furry only).

One final thing I'm pretty certain I've suggested before, but some flavor graphics when someone's eaten, the pred popping a heart for example, or a simple "Mmm..." and various onomatopoeia like *glurk* or *gulp* or *blorp* all at various random points.
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Re: Vore War V22C

Postby InconspicuousDragon » Sun Apr 28, 2019 11:28 am

Deioth wrote:Anyone else noticing monsters all seem to be gendered female regardless of your options forcing male only for races and such? Or am I missing something?

Also, I'd love to know when Equines are getting their touch up, and when Taurus might get some real customization options (the male furry versions at least are extremely restricted, no mouth or eye customization, only some color and a few hair options, no idea if others are similar I play male-furry only).

One final thing I'm pretty certain I've suggested before, but some flavor graphics when someone's eaten, the pred popping a heart for example, or a simple "Mmm..." and various onomatopoeia like *glurk* or *gulp* or *blorp* all at various random points.


I actually noticed the opposite occurring, though it's only with monstrous races whos gender you can't assign. Harvesters for instance always show male dialogue when devouring/being devoured for me, even though I have the slider for gender set to 100% female. Figured it was WAI and that the default gender was just male for androgynous races.
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Re: Vore War V22C

Postby DisguisedQQ » Sun Apr 28, 2019 11:46 am

It seems that frogs don't have cooldown on jump, is that supposed to be that way?
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Re: Vore War V22C

Postby Turbotowns » Sun Apr 28, 2019 12:37 pm

DisguisedQQ wrote:It seems that frogs don't have cooldown on jump, is that supposed to be that way?


No one has cooldown on jump. Infact, I think Asura's signature trait/move is the only ability that DOES have a cooldown... for now.
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Re: Vore War V22C

Postby Persona59523 » Sun Apr 28, 2019 2:35 pm

GreenSlime wrote:https://www.youtube.com/watch?v=xm7QApsBix8

Some time ago some cool person uploaded the gameplay on YouTube. Keep in mind that it's old build, so some features/fixes are not there.

And by "not desktop" you mean you only have phone?

yes and I have a laptop but it cannot run exe files
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Re: Vore War V22C

Postby Turbotowns » Sun Apr 28, 2019 3:11 pm

Jeez, the goblins never have any decent spells! It's always ice blast/fireball/some buff spell(like valor)/whatever, I've yet to see ANY of them with diminishment or either maw spell.
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