jeveasy wrote:So I've had an idea for a while but didn't want to mention as I thought it would be too hard to implement, and might just be a bad idea in of itself. Then I felt that there's no harm in just talking about an idea.
The idea is a system that would allow one to add fluff text to vore, digestion, and disposal. My thought is to have it work something like a text file or an in-game menu that has parameters followed by the text used. Something like
I may end up adding a system like that later on. I was tempted to use the same one I created for Unbridled Hedonism, but I don't think that would work as well here, and a more streamlined solution may work better.
ObsidianSnake wrote:I was wanting to test some sprite stuff with the newest version and I think something's wrong with the current 29B source. The directory structure is all git-ified, baked into the files rather than explicit folders. Unity doesn't care for that at all, and fails if you try to load it that way.
Edit: typo
Edit 2: As it turns out, Odin serializer 1.0.0.0 isn't compatible with the newest version of Unity, and the old version of Unity used to make VW doesn't have the build targets for my environment. Nothing I can do here, sorry.
That's strange, what operating system are you using that doesn't support running the unity editor? I'm guessing it's Linux, as Windows and mac should be supported by the version that VW is using.
meatsofa wrote:if you do release another version, please make having a level cap an option instead of mandatory!
i like to create super imbalanced games and see how the map goes, but ever since you added level caps that is limited somewhat.
it should only take like 1 second to do anyway right?
Well, longer than one second, as it involved multiple places, but went ahead and added another digit to both of those.
Okay, Version 30 released.
As previously mentioned, GreenSlime inspired me to do a little something extra for the 2 year anniversary of my version's upload, so here it is. It didn't quite make the goal time, so I'll blame the summer heat. Nothing too extravagant, but there should be some interesting features there. The uniform bit is one that had been requested on and off for a bit. It's possible the multi-race system might introduce errors, though I did a bunch of bulk testing to work out any kinks in it I could find.
30:
Added a conversion rebirth cheat trait, that works similar to the conversion digestion, but it converts to your side and also changes the unit's race, with a 50% chance of triggering on a digestion.
There is now a system for Multiple races in a single village, created by Danthebur. It's considered something of an experimental feature. It should work for the most part, though there are some oddities caused by some systems that look at the village's race still, like village happiness. It seems to be mostly exception-free though. It's currently set up so that an army on a village still adds to the the breeding pool, but the races are determined by the race make-up of the village itself, requiring you to manually dismiss into a village to start other populations there. The background changes to make this work are always on, but you can toggle it on and off, and it should adapt appropriately.
Added some reworked / expanded Lizard clothing thanks to Flame_Valxsarion
Added a uniform saver. Allows making of clothing sets from the current clothes, can load manually, and load automatically. So you can give a specific race a uniform, or a set that it randomly picks from. Or you can ignore it all together and let it use the pure random. You set the % to use for each race. So you could have say, a 50% chance of wearing something specific, and 50% to use the normal randomnesss.
Added a button to the cheat menu to change all relations for every empire to -1
Added Avians, a new main race. They have a new trait that gives them a small speed boost, a dodge bonus, but a melee damage weakness.
Added my character, Auri as a special mercenary. (GreenSlime wanted to do something for the second anniversary of the game's release so he worked on that as a secret even to me)
Added the Eastern dragon race.
You can now specify each monster's conquest type individually (or leave it as default to keep them all the same). This allows you to do things like have certain races avoid villages, some only eat villagers, and others take over the village. Also found and fixed a bug that could cause races with add-ons to get stuck constantly devouring the village in repopulate mode if the other races outnumbered the main race. (i.e. if young wyverns outnumbered the wyverns in the army, a village occupied would become the young wyvern race, and it would be eaten because it wasn't the wyvern race, and then repeat.)
AI now gives prioritity to casting the resurrect spell if they have it.
Added the mantis monster race, they come with a few new traits, the first is sense weakness, which increases the damage they do against injured targets or targets with negative status effects. The second is Blade dance, that gives them bonus strength and agility for every hit they make, and lowers it for every melee hit they take (though it can't go below 0 stacks). They also have the lightweight trait, allowing them to melee attack twice, as long as they don't have any prey, but it also increases the damage they take from all sources by 25%.
Added a way to set how long the AI takes to move when you've allowed them to play out your turn.
Adjusted the slime queen so that she only spawns as herm if you have herm % above 5% (previously it could either do that, or male percentage above a certain level, but it makes more sense to have it gated behind having herms enabled.)
Unit names can now be set in the unit editor by clicking on the name.
Can now set a stat to a specific value by clicking on it in the unit editor, allowing you to quickly change the value.
Monster villages owned by players now automatically have garrison, rather than forcing the purchase of weapons that would end up overwriting the monster's weapons.
Fixed bug where biter would use the weapon damage if they had a melee weapon equipped, instead of just the claw damage.
The escape key should now close the recruit/village window.
Added an option to have the leaders automatically get leadership points by levelup by request (note that this raises the effective power of leaders)
Added a lucky survival trait that causes the unit to have an 80% chance of coming back to life after the battle (like eternal) when killed.
Fixed a bug where the cathedral didn't have any effect.
Fixed bug where if you had a lot of maps (More than 25 or so), the ones near the bottom wouldn't be visible
Fixed Vipers not displaying right if the use tail as second stomach switch was off.
Fixed the info panel being artificially limited to partial length on some resolutions.