WhatTheNani wrote:Ran into a bug with the digestion rebirth trait (might also happen with conversion, haven't tested) where a garrison unit that gets converted and survives will be available in the "hire specific" tab while also being in your army. They show up in the number of defenders number as well. However they disappear from the garrison if they die in the army. Oh, and on the note of these traits, if feasible it might be nice to give the player an option of if they want to attempt to convert or simply digest, maybe a toggle or something. I often run into the problem of converting units I'd really rather just get rid of, sometimes multiple times when I re-eat them.
Also had an issue where turning on the multi-race option turned all the abandon villages into full population vagrants, just with 0 garrison. This happened when turning on the option after starting a game made in a previous iteration and I haven't tested it otherwise, so not sure if it's an isolated issue or not. One village that got taken over by the AI and given a garrison actually went over the population cap as well.
The previous bug also got me thinking that it might be nice to have a cheat option to play with the population of villages so you can change the number of each race. Would allow for some fun with abandoned villages especially.
On an unrelated note, while I'm here just thought I'd mention a minor exploit I found a while back. If you have a summonable unit with the mana rich trait (i put it on fairies), then if you get a high enough level on someone with a summon book you can get into a loop by eating all your summons where you will actually gain back more mana than you use from the mana rich units. Seems to be a result of mana rich restoring a percentage rather than a flat amount so with a high enough mana pool. It's not really a problem, since you need a pretty high mana pool for it to work, which just gets higher the more units that don't have mana rich that are summonable, plus you can run into issues with stomach space, but I found it amusing. First found it under an interesting set of circumstances while trying out putting cheat traits on mercenary units. Had a super high level succubus with infinite assimilate that managed to accumulate a huge number of traits, the important ones being large, gene eater, clever, and frenzy, and noticed in one battle that she was consistently getting more mana from consuming her summons at the end then she used. Also her level didn't go up but the level of the summons did as the loop went on, which (since flat experience was turned off) gave her increasingly massive amounts of exp, and on top of that the ever growing frenzy stacks with large on top meant she never ran out of room or had to digest the increasingly tanky summons. Hit the point where a level 30 succubus was summoning monsters over lvl 200 and had exp in the millions, at which point I figured it had gone on long enough.
Okay, the bugs with duplication should be fixed (though any already duplicated units will still exist).
Looks like the abandoned villages being populated was a one-time thing due to me using the wrong variable in the part of the code that converted the pre V30 saves to V30. It shouldn't happen to any current games because it only happens when converting from pre V30.
Ah, some way of controlling that would probably be better, may add that in the future.
That's an interesting minor exploit, but I'll leave it, because spending time eating friendly units is an acceptable trade. Not sure why the experience would shoot up that much though, but it may be mostly from the cheat traits.
KHLover wrote:July 39th - V30A Released -- As usual, savegames should still be compatible.
Ah yes. July 39th is my favorite day.
Heh, managed to miss and didn't notice it.
DarkRain wrote:Unbridled Hedonism V7 ?
That's the focus after this, though this the the wrong topic for it.
Turbotowns wrote:...Er... Maybe It's too big? There's a delay on tiles being placed? The current dimensions are 284x by 456y.
Well, the tile placing is probably not optimal for that size of map, because I wasn't imagining someone would have a map with 129,504 tiles. At least you've got the ability to undo mistakes as it chugs along now.
neko1992 wrote:Nice to see more special mercenaries although I am at military training right now and cant play on it unless there is a mobile version I have not figured out. I'd still love to get my kitty in as a special mercenary i might have to modify existing sprites to make it work and find out how to add hir
Recommend adding a leader swap for special mercenaries like if someone wants the shark girl or your oc as their leader, still would love to see a trait market that's kinda like special mercenaries but for traits especially since more and more traits are coming out although I know it's big project maybe even a bit to much, also know this will never be done(or I have not paid attention) but add a back view of sprites for when moving certain directions (would recommend left and right view to)
I think you can kind of do that by using the unit editor on the leader and changing the race to a special mercenary.
Yeah, different orientations of sprites are very unlikely to ever happen, because that would basically triple the amount of sprites, and there's already thousands of individual sprites.
Turbotowns wrote:Also, what happens to converted units if our armies full at the end of battle? do they auto flee, and head to the nearest city?
Yeah, they should head to the nearest village.
Turbotowns wrote:I got an event where some refugees tried to join me, and I tried to let them in, but got an exception.
Was a bug related to the new population system but should be fixed now.
princejaxonhellsing wrote:so I just played the new upate and I love the game so far, but there's one character that I think is glitched. Scorched when he eats 1 enemy he instantly digests them in not even a second
Was it a much higher level than the other unit? If it massively outlevels the target, it's possible to digest in one turn (though absorption (post death) rate wouldn't really be affected by level).
StarSpectre wrote:Erh, not sure if this is a bug or not, but, whenever a unit does BV, it doesn't grow the breasts at all, yet it works with the units like Fairies, the new unit that I forgot the name to, Panthers, that sorta thing.
Yeah, I've got that fixed. I did something to make it less hassle to add units with the fancy BV sprites, and accidentally flipped a conditional that prevented the non-fancy BV sprites from working.
A bunch more bug fixes, this should eliminate most of the exceptions and weird behavior, though It's possible I may have missed something.
30B:
Added an option to remove all specific prey bulges (i.e. the Selicia prey bellies)
Fixed a bug where the monster individual conquest ype was not being saved correctly, and would go up by one every time you saved. Also fixed up some glitchiness where it sometimes didn't work as expected. It's a good idea to review your monster conquest settings to make sure they're where you want them, now.
Fixed a bug where summons with eternal or lucky survival would become permanent (and also glitchy).
Fixed a bug where the Events wouldn't correctly display the village population.
Fixed an issue where a dead unit would sometimes end up with living prey trapped inside of them.
Giving units with a locked inventory the resourceful trait will no longer cause them to lose their intended weapon.
Fixed some minor sprite issues for a couple of races.
Fixed some bugs where the race population system could lead to units cloning themselves.
Fixed a bug where adding population to a village with 0 population would throw an exception at times (there's a few places where this could happen, including the map editor, or events)
Fixed a bug I accidentally introduced that prevented the normal races BV sprites from displaying correctly (They weren't going up in sizes, due to a flipped conditional)
The Selicia sprites have had some modifications done, which also includes a Selicia belly sprite for Selicia herself -- don't think too hard about that one.