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Re: Vore War V30E

PostPosted: Sat Aug 15, 2020 12:28 am
by KHLover
LostSoul13 wrote:Would it be possible to add the option to give units innate spells in the unit editor?
Please. If possible, please do this.

Re: Vore War V30E

PostPosted: Sat Aug 15, 2020 11:43 am
by Turbotowns
Speaking of spells, you didn't seem to acknowledge the issue I said about the spell list on the right bar? With spells, trait abilities, and all the vore pounces, the list becomes to long. You have to close the log to see them all.

Re: Vore War V30E

PostPosted: Sat Aug 15, 2020 11:27 pm
by Aurilika
LostSoul13 wrote:Would it be possible to add the option to give units innate spells in the unit editor?


Okay, I'll put something together for that. Technically the ability is already there, I'd just have to make some sort of UI setup for it.

Turbotowns wrote:Speaking of spells, you didn't seem to acknowledge the issue I said about the spell list on the right bar? With spells, trait abilities, and all the vore pounces, the list becomes to long. You have to close the log to see them all.


Ah, right, forgot about that with all the other fixes, I'll get that addressed.

Re: Vore War V30E

PostPosted: Sun Aug 16, 2020 12:22 am
by neko1992
ah i mean not using sprites for sex im talking about belly rubs 2.0 and how it works is (1.) it requires 2 units to work and its most optimal using 2 full units. (2.) it consumes all of the ap of both units involved in the process. (3.) it has 2x the effective digestion rate than belly rubs.

oh and i forgot please allow a quick find button on the city map i hate spending like 5-30 mins trying to find my cities (will really really help when making maps 500x500 or bigger) and also allow us to copy and past traits that way i don't have to re write each one when creating new maps

as for the people making sprites i understand although if i had the abilities id create a vore war special mercenary area so if i have time or energy i could start selecting OC (and no not original characters) but it would only be 1 per big release for example your on 30 that means 31 would add a new one and 32 would add a new one 33 another new one and so on but i already know there is a lot going on plus this is just a idea for fun possibilities i actually expect it to never happen however some of these ideas ive seen posted or re-mentioned would be absolutely amazing i already know this is mostly to keep ideas and improvements rolling as i actually do enjoy this game

Re: Vore War V30E

PostPosted: Sun Aug 16, 2020 9:11 am
by Thibs
I have a small suggestion, not sure how possible it is. Add an option where surrendered or killed units automatically release prey. I've lost so many units that have just been stuck inside of surrendered enemies that I've lost count. If it's easy to add I would love that option. if not then don't worry about it :p

Re: Vore War V30E

PostPosted: Sun Aug 16, 2020 9:37 am
by carlj
Thibs wrote:I have a small suggestion, not sure how possible it is. Add an option where surrendered or killed units automatically release prey. I've lost so many units that have just been stuck inside of surrendered enemies that I've lost count. If it's easy to add I would love that option. if not then don't worry about it :p


That's weird, it's probably a bug in a recent version because normally surrendered or dead unit release their prey automatically (if they are still alive)

Re: Vore War V30E

PostPosted: Sun Aug 16, 2020 12:27 pm
by KHLover
carlj wrote:
Thibs wrote:I have a small suggestion, not sure how possible it is. Add an option where surrendered or killed units automatically release prey. I've lost so many units that have just been stuck inside of surrendered enemies that I've lost count. If it's easy to add I would love that option. if not then don't worry about it :p


That's weird, it's probably a bug in a recent version because normally surrendered or dead unit release their prey automatically (if they are still alive)
Normally dead units release their prey automatically, but for surrendered units, the chance of their prey escaping just increases by a very large amount. At least, that's what happens for me.

Re: Vore War V30E

PostPosted: Tue Aug 18, 2020 3:49 pm
by Angery
Any chance we'll see mounted units in the future? Like building a stable to recruit them. And if possible having the mount and rider have separate stats/stomachs.
Or at least a feral horse mob

Re: Vore War V30E

PostPosted: Tue Aug 18, 2020 10:58 pm
by Aurilika
neko1992 wrote:oh and i forgot please allow a quick find button on the city map i hate spending like 5-30 mins trying to find my cities (will really really help when making maps 500x500 or bigger) and also allow us to copy and past traits that way i don't have to re write each one when creating new maps

This feature is actually already in, though I don't blame you for not knowing about it because it's not really mentioned anywhere aside from appearing in the patch notes when it first appeared. You can press ctrl-f , and start typing the name of the village, and click on the button whenever you've typed enough to narrow it down to a single village and it will zoom to that village.

Thibs wrote:I have a small suggestion, not sure how possible it is. Add an option where surrendered or killed units automatically release prey. I've lost so many units that have just been stuck inside of surrendered enemies that I've lost count. If it's easy to add I would love that option. if not then don't worry about it :p

Killed units should already release, and surrendered preds only have a tenth of their normal power for holding prey down, so if they had a reasonable chance of escaping before they should be able to escape fairly easily. If you want to make sure a specific unit gets out you can always kill their pred instead of letting them surrender.

Angery wrote:Any chance we'll see mounted units in the future? Like building a stable to recruit them. And if possible having the mount and rider have separate stats/stomachs.
Or at least a feral horse mob

That seems fairly unlikely, but it's possible.

30F released, with a bee revamp, and a few minor features and some bug fixes.

30F:
Bee sprites have been improved and reworked. Due to extensive changes, any currently existing bees from older versions will re-randomize their appearance in order to function correctly. Uniforms would need to be changed manually, however.
Units can now be assigned spells in the unit editor. They have two slots, and it also allows you to edit the innate spells that certain races get (Dragon, Fairy), which previously were basically locked on creation.
Options on the unit command list (on the right side of the tactical screen) should now get smaller if there's a lot of them (which only really should happen if a unit has a lot of active traits/spells)
The logic for what monsters are summonable with the Summon spell now allows monsters to appear if either the monster is set to appear as a merc, or if the monster type is set to spawn in the game. (Previously it only worked based on the merc toggle)
Added an option to prevent monster armies from reforming on defeat. This makes it so when the army is defeated it will vanish completely, instead of reforming nearby with any fled / eternal / lucky survival units.
Loading a saved tactical game or getting to an ai vs ai battle while paused will now clear the paused state, which will allow the images to load properly. (I looked into setting it to update partially, but that seemed likely to create bugs, so I went with this route. Usually you don't actually want pause to carry over in those circumstances anyway.)
Fixed a glitch that was sometimes preventing leaders from having the right clothes in pure tactical.
Fixed the stats numbers to avoid being messed up if defenders are converted with the conversion trait. (There may still be errors, but this fixes one that could result in really messed up looking numbers there.)
Fixed a bug that could let traits effect a unit more than once in rare cirumstances.
(There was an option added previously that didn't make it into the patch notes where Herms can be set to use only female hair now)

Re: Vore War V30F

PostPosted: Wed Aug 19, 2020 2:58 pm
by Dragonlord
Encountered Bug, got the refugee event and allowed "Fairies" formerly kangaroos altered with cheat, to settle a town. Instead I got a bunch of kangroos filling in. This displeases me. I do however love the bee redesign, especially as a bee player.

Re: Vore War V30F

PostPosted: Fri Aug 21, 2020 3:39 am
by DisguisedQQ
Could you add a few new cheat perks that would add bonus/drain to unit stats? Just like the ones with sizes but without visuals and with smaller values? +/- 20% and 50% to stats to be precise. Plus to make some units special and minus to cut down overboost from human-sized fairies. :3

Re: Vore War V30F

PostPosted: Fri Aug 21, 2020 5:59 am
by Aces
I feel like the two-stomach trait is neglected. Could I ask your sprite artist to do centaurs? I'd be willing to commission them if they otherwise had no plans to add centaurs.

Some clever stats I think would go well with centaurs would be things like, two-stomachs trait, the inability to escape from that second stomach, but a very slowed down digestion and low vore chance. Anal vore would go straight into that second stomach. In fact it should probably work that way for nagas, too.

Other stats might include higher mobility for centaurs, though that might be a little imbalanced. Maybe a trait where enough centaurs increases the mobility of an army by a point or two?


I've been disappointed that centaurs still haven't been added. They're a monster girl staple!

Re: Vore War V30F

PostPosted: Fri Aug 21, 2020 9:07 am
by carlj
Aces wrote:I've been disappointed that centaurs still haven't been added. They're a monster girl staple!


Preach it brother! I completely agree with you! How come we had weird horse faced girls but no friggin centaurs, it's a travesty i tell you!

I read that the sprites for centaurs have been worked on, but no sign of them so far :(

Re: Vore War V30F

PostPosted: Tue Sep 01, 2020 11:03 pm
by Aurilika
Dragonlord wrote:Encountered Bug, got the refugee event and allowed "Fairies" formerly kangaroos altered with cheat, to settle a town. Instead I got a bunch of kangroos filling in. This displeases me. I do however love the bee redesign, especially as a bee player.


Ah, I figured there'd probably be bugs there, I'll take a look and see how feasible it is to fix.

DisguisedQQ wrote:Could you add a few new cheat perks that would add bonus/drain to unit stats? Just like the ones with sizes but without visuals and with smaller values? +/- 20% and 50% to stats to be precise. Plus to make some units special and minus to cut down overboost from human-sized fairies. :3


Yeah, that wouldn't be too hard to do, I'll probably throw something together for that.

Aces wrote:I feel like the two-stomach trait is neglected. Could I ask your sprite artist to do centaurs? I'd be willing to commission them if they otherwise had no plans to add centaurs.

Some clever stats I think would go well with centaurs would be things like, two-stomachs trait, the inability to escape from that second stomach, but a very slowed down digestion and low vore chance. Anal vore would go straight into that second stomach. In fact it should probably work that way for nagas, too.

Other stats might include higher mobility for centaurs, though that might be a little imbalanced. Maybe a trait where enough centaurs increases the mobility of an army by a point or two?


I've been disappointed that centaurs still haven't been added. They're a monster girl staple!

I know Centaurs were on GreenSlime's to-do list, but there's a lot on there, so they might show up at some point.

Re: Vore War V30F

PostPosted: Wed Sep 02, 2020 7:49 pm
by Aurilika
30G released, A new monster race, along with some bug fixes and minor changes

30G:
Added Catfish Race for the monsters, created by Micadi.
Fixed a bug where the featherweight trait (Avians) was actually increasing the chance to be hit by melee instead of decreasing.
Slightly reduced the vore defense penalty of the gelantinous body trait to help the slimes perform slightly better at higher levels.
Fixed a bug with the astral call trait that allowed it to call significantly more units than intended in certain circumstances. Basically the fractional units weren't working correctly, so now it should summon 1 unit per 8 summoners, with any any remaining summoners combined into a fractional chance. I.e 12 imps would summon 1 guaranteed imp, and a 50% chance of a second imp. The utility of this trait drops off at higher levels so adjusted it a little bit to make it not worthless at higher levels, so it now creates units at 90% of the level of the summoner, instead of 60%.
By request, added a few traits that modify overall stats without modifying size. Peak Condition, Fit, Ill, and Diseased.
Fixed a bug where the refugee event would make the village the wrong race from a replaced race.
Breast vored prey for units with the advanced breast vore sprites will now cause breast gain when weight gain is on, instead of counting as general weight gain.
Fixed a bug that could cause the compound bow arrow sprite to appear as the wrong sprite for certain races.
Bees now use the intended ranged projectile sprite for them, instead of the default arrow.
Added a little bit of logic to prevent the AI from stalling on a really rare circumstance (friendly surrendered units completely blocking the way to an enemy force that was surrendered

Re: Vore War V30G

PostPosted: Sun Sep 06, 2020 3:18 pm
by DigestionArousal
One bug, one maybe bug, one request, and two unreasonable requests

Bug: The Lizard's Crown setting doesn't seem to save to the uniform, I think it's being considered a body part?

Maybe Bug: Using the cheat menu to replace a race, village happiness goes down because the new race is considered not the main race, Current and future City and Army names use the old race name list instead of the new race name list (don't know how that would work with "non-playable" races).

Requests: A new racial trait that's Killer Knowledge (+1 to all stats per 4 non-vore kills) but for vore kills/digestions/absorptions

Unreasonable request 1: A system for players to create classes/sub-races for easier army creation/management
-I want to set the same auto-level setup to a chosen group of units instead of just one unit or every unit of the same race
-I want to set up multiple starting stat min/max sets for a race and choose one when I recruit a soldier

Unreasonable request 2: Empire starts for some of the less monstrous monster/mercenary races
-Goblins, Kobolds, Succubi, Vipers, and Fairies to name a few
-Alternatively, make the race replace cheat not cause happiness loss

I acknowledge that these requests are kinda ridiculous

Thank you for updating/maintaining this pretty cool game

Re: Vore War V30G

PostPosted: Sun Sep 06, 2020 7:21 pm
by DraconicAzidal
Ive played extensively and found that hiring mercs such as dragons or so on if you have atleast two and empty a village(usually through devour) you can repopulate the village using the same species mercs; so in thise case i had two dragons then i repopulated a village and had full dragon armies so im such a devious person just letting y'all know if you wanna do it too

Re: Vore War V30G

PostPosted: Sun Sep 06, 2020 7:45 pm
by Aces
DraconicAzidal wrote:Ive played extensively and found that hiring mercs such as dragons or so on if you have atleast two and empty a village(usually through devour) you can repopulate the village using the same species mercs; so in thise case i had two dragons then i repopulated a village and had full dragon armies so im such a devious person just letting y'all know if you wanna do it too


That sounds delightfully broken.

Re: Vore War V30G

PostPosted: Tue Sep 15, 2020 5:10 pm
by bahamut24
i dont know if this mentioned but i notice while play around in tactical mode: i gave resurrect spell to enemy by using unit editor, it never used resurrect spell for whole battle
how to encourage enemy to use the spell?

other thing i notice, when i assinged traits in content menu and saved, for some reason it triggered "III" (unit is sick) forced add without me including it, i have been trying remove it but it wouldnt be removed at all unless i cleaned off traits

Re: Vore War V30G

PostPosted: Tue Sep 15, 2020 9:26 pm
by Aurilika
DigestionArousal wrote:One bug, one maybe bug, one request, and two unreasonable requests

Bug: The Lizard's Crown setting doesn't seem to save to the uniform, I think it's being considered a body part?

Maybe Bug: Using the cheat menu to replace a race, village happiness goes down because the new race is considered not the main race, Current and future City and Army names use the old race name list instead of the new race name list (don't know how that would work with "non-playable" races).

Requests: A new racial trait that's Killer Knowledge (+1 to all stats per 4 non-vore kills) but for vore kills/digestions/absorptions

Unreasonable request 1: A system for players to create classes/sub-races for easier army creation/management
-I want to set the same auto-level setup to a chosen group of units instead of just one unit or every unit of the same race
-I want to set up multiple starting stat min/max sets for a race and choose one when I recruit a soldier

Unreasonable request 2: Empire starts for some of the less monstrous monster/mercenary races
-Goblins, Kobolds, Succubi, Vipers, and Fairies to name a few
-Alternatively, make the race replace cheat not cause happiness loss

I acknowledge that these requests are kinda ridiculous

Thank you for updating/maintaining this pretty cool game


Okay, Hats can now opt to be saved with the uniform (it was kind of an oversight that they weren't before)

That stuff with the cheat window is not really fixable without a significant overhaul, because empires are tied to a race behind the scenes, and changing that race would cause lots of issues, so it basically just tries to mask it. You should be able to build cathedrals to remove the happiness penalty though (I know that's not the best solutio -- Ah, I should have made it just automatically build cathedrals when you use that cheat... Well, I'll stick that in the next patch.).

Went ahead and stuck that alternate trait in.

It's possible part of one of those unreasonable requests might make it in at some point.

bahamut24 wrote:i dont know if this mentioned but i notice while play around in tactical mode: i gave resurrect spell to enemy by using unit editor, it never used resurrect spell for whole battle
how to encourage enemy to use the spell?

other thing i notice, when i assinged traits in content menu and saved, for some reason it triggered "III" (unit is sick) forced add without me including it, i have been trying remove it but it wouldnt be removed at all unless i cleaned off traits


I fixed a bug with resurrection for this patch where they weren't using it correctly (or at all), so that should be fixed.

Strange, I'll mess around and see if I can figure out what's causing that.

30H released, some more fixes and minor features and a new minor monster race by HarryS

30H:
Added the essence aborption trait - it's the vore equivalent of the killer knowledge trait - every 4 digestions the unit gets +1 to all stats.
Added the Raptor monster race, they are visually similiar to the compy, although they do possess oral vore capabilities, unlike the compy. They are considered an add on race to the compy spawner, and if enabled, the armies will be half compy, half raptor.
Villages should now always properly update their colors when captured. There were situations where they would retain their old colors until the display refreshed.
Some minor sprite updates for the sharks and the dark swallowers.
Can now set the odds for auto-surrender, allowing more flexibility than either 0% or 100%.
The 'clear status effects' cheat now removes the surrendered flag.
Digestion converstion / rebirth now clears the surrendered flag, if it was enabled.
Fixed a bug that prevented the AI from using the resurrect spell correctly. (Sometimes this would cause battles to get stuck -- To be clear it was accidentally impossible for the AI to use it before due to this bug, so AI armies with a resurrect book will be significantly stronger than they were before)
Fixed issue where the specialty spells (ones tied to traits) were pickable as innate spells but not usable. Now they function properly as innate spells (though may be rather powerful as non single cast spells)
If Auto-regurgitate friendly units is off, units that are converted / rebirthed by digestion will no longer automatically pop out.
Removed the special accessory slot from the saved uniforms (it was part of the character for a lot of races and not really a clothing item, so it didn't really make sense to save.)
Added the ability to save hats and Accessories as part of a uniform. You check whether they're saved or not when saved. If not saved, it will be randomly generated.