Vore War V32G

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Re: Vore War V32C

Postby bahamut24 » Sat Dec 26, 2020 8:38 pm

thank for 'unlimited vore capacity' trait, i love it!
little disappoint that it cannot be working on unit with 'Inedible' triat but it is fun to play around XD


is there be chance for little upgrade on 'willing race' trait: allow those units, with this trait, to have ability to force-feed themselves to target during their turn rather than during predator's turn?
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Re: Vore War V32C

Postby Cruelin660 » Sat Dec 26, 2020 11:55 pm

How bout a Spell called 'Dominance': A spell that Both Enlarge the caster and Diminish the Target that then gets Vored by the Caster, It would be Quite the Expensive Cost of Mana, but would be a Real Effective spell to eat Big Targets.

Oh, and maybe a Viscous Trait: a Trait that Internally damage its predator if its get Vored up, and will have a Increase in Escape Chance because of its Dangerous Nature.
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Re: Vore War V32C

Postby Orin » Sun Dec 27, 2020 8:38 am

Love the looks of the new frogs so much, probably my new favorite race! Good work to whoever did them!
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Re: Vore War V32C

Postby Thibs » Mon Dec 28, 2020 12:52 pm

Encountered a bit of a bug, sometimes when I click to have my characters Cockvore, they end up melee attacking instead. It's not all of the time but still annoying if you want to consume something and it ends up dead/surrendered instead.
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Re: Vore War V32C

Postby KHLover » Mon Dec 28, 2020 1:02 pm

Thibs wrote:Encountered a bit of a bug, sometimes when I click to have my characters Cockvore, they end up melee attacking instead. It's not all of the time but still annoying if you want to consume something and it ends up dead/surrendered instead.

Do the characters that this happens to have the Biter trait, and is it specifically with cockvore?
"who needs logic when there's sex and orgasms to be had?" -A.I. Dungeon, 2020
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Re: Vore War V32C

Postby FlyinHigh » Tue Dec 29, 2020 12:25 pm

Is there a way to increase the amount of dialogue/flavor text that happens in tactical games? I like that text a lot but it doesn't show up often (especially in 1v1 tactical matches), and when I add one of the options, it adds a few extra fun lines, but it also adds the turn-starts and those clog up the logs
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Re: Vore War V32C

Postby swagnamite » Tue Dec 29, 2020 6:28 pm

How about a protogen race?
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Re: Vore War V32C

Postby slimjam » Tue Jan 05, 2021 10:40 pm

Just a quick question, are the taurus ever going to have slave clothes sprites?
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Re: Vore War V32C

Postby Aurilika » Thu Jan 07, 2021 1:16 am

Marpatt wrote:So, while I'm here, I'd first like to mention that this game is great! :D the amount of customization it allows is unparalleled in allowing the player to create the kind of world they want.

But I do have two suggestions I'd personally like to see :gulp:

First off, being able to change a races lore card. Currently, after hovering over a unit, you can hover over its race and a small paragraph of info about that race appears. I feel like it wouldn't be too hard to allow people to edit this paragraph, and in return it'd add quite a bit of flavor.

Secondly, and the arguably more ambitious idea ^^; , is to allow the creation of unique characters/special mercs. Currently, there are Asura, Auri, and Zoey, unique, one of a kind mercs, that you can (separate from any of the races) change the traits of. With the amount of traits in the game (and cheat traits that you can't really add to a full-on race without breaking balance) it'd be cool to make use of them in creating special characters, who might be a bit broken, but stand out from a crowd (or an army, rather)

But yeah, those are my ideas. Hopefully they're useful :-D


Thank you!

Hmm, I didn't think anyone would want to mess with that on their own. I can add that as an option without too much fuss, though.

Second could work, but would be a bit more set up wise, so I'm not sure if I want to tackle that at this point.
gigaredpanther wrote:So uh. I had downtuned the monster spawns to account for the fact that I like to play with small army sizes... and didn't notice the bit about gazelle encounters being added in v32.

So civilization quickly fell to massive herds of gazelle displaying a disproportionate degree of opportunistic carnivory. Whoopsie.

Herbavores reign supreme for a day, though you can always turn them off to clear all of the armies and then turn them back on.

RandomSnivy wrote:Is it just me or are kobold's heads not visible in the race editor menu?

I had that happen at one point, but now it no longer happens to me in 32C, so I'm not sure if I fixed it, or if there's a specific combination of settings that make it mess up.

TNT00007 wrote:Can you increase the level of cheating menu increase the upper limit? When testing features, you can only point to level 999... Higher level needs manual operation, which is a little inconvenient

Sure, I might as well, for the people that want to go extra crazy.

bahamut24 wrote:thank for 'unlimited vore capacity' trait, i love it!
little disappoint that it cannot be working on unit with 'Inedible' triat but it is fun to play around XD


is there be chance for little upgrade on 'willing race' trait: allow those units, with this trait, to have ability to force-feed themselves to target during their turn rather than during predator's turn?


Well, I figure either way I put it there would be someone that wanted it the other way, but I decided to go for 'inedible' being really inedible.

Are you thinking it would be only a player action? Otherwise willing races would rapidly grind themselves to dust.

Cruelin660 wrote:How bout a Spell called 'Dominance': A spell that Both Enlarge the caster and Diminish the Target that then gets Vored by the Caster, It would be Quite the Expensive Cost of Mana, but would be a Real Effective spell to eat Big Targets.

Oh, and maybe a Viscous Trait: a Trait that Internally damage its predator if its get Vored up, and will have a Increase in Escape Chance because of its Dangerous Nature.


Dominance could work, but having prey do damage can really mess with the flow of the game, as it becomes a good idea to simply kill characters like that instead of eating them.

Orin wrote:Love the looks of the new frogs so much, probably my new favorite race! Good work to whoever did them!

It was Micadi.

Thibs wrote:Encountered a bit of a bug, sometimes when I click to have my characters Cockvore, they end up melee attacking instead. It's not all of the time but still annoying if you want to consume something and it ends up dead/surrendered instead.

Was it a unit with the biter trait? That would do an an attack if the vore misses, but shouldn't kill targets, as of V32. If it's happening outside of that it's definitely a bug.

FlyinHigh wrote:Is there a way to increase the amount of dialogue/flavor text that happens in tactical games? I like that text a lot but it doesn't show up often (especially in 1v1 tactical matches), and when I add one of the options, it adds a few extra fun lines, but it also adds the turn-starts and those clog up the logs

There's not right now. Most lines are tied to an action, except fot the random digestion texts, but those don't have a way of adjusting frequency. Turn starts should be under the 'info' button for text, and I don't think turning those off get rid of any of the fluff text, or if they do, it's not intended.

swagnamite wrote:How about a protogen race?

Would be up to the spriters to decide.

slimjam wrote:Just a quick question, are the taurus ever going to have slave clothes sprites?

I'm not sure.
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Re: Vore War V32C

Postby bahamut24 » Thu Jan 07, 2021 3:14 am

on willing prey topic:

not necessary, could include scale that control the level of willing, 1% being lowest chance while 99% being likely so
could set limit of random per races or applied to all
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Re: Vore War V32D

Postby Aurilika » Sun Jan 10, 2021 11:48 pm

bahamut24 wrote:on willing prey topic:

not necessary, could include scale that control the level of willing, 1% being lowest chance while 99% being likely so
could set limit of random per races or applied to all


Hmm, I think that gets a bit messy.

32D:
Incorporated Scarabyte's restoration of the old alt vore mod by KuroTenko. If enabled, it causes other vore types to have various additional effects.
Also it includes a revamp of some of the combat log text, and some shortcuts, like hitting right alt to set the screen to a specific zoom level.
Units will now keep track of their number of deaths and display it in the info card if it's more than one. (Basically appears for saved copies, resurrected units, lucky survival, eternal, etc.)
Fixed a glitch that could cause infinite recruitable units for players if multi-race flip was disabled and the village only contained one race and it wasn't the original race.
Bug fix for the AI for rebels disbanding their armies to save money even though they weren't charged maintenance.
The level setter in the cheat editor now supports 5 digits instead of 3 (this was requested)
Loading a saved game or going to the main menu should now clear any lingering subwindows (like notifications, or the small devour window), which fixes them becoming unresponsive until the game client is restarted if this happened
Adjusted the accuracy bonus for the low tier weapons to be slightly more noticible, by changing when the bonus is applied. It's still more efficient to always use the heavier weapon, but this gives the weaker ones a bit more utility.
Fixed an exception related to copying an army appearance to Demi-frogs.
A few minor sprite updates for some monsters by Selicia and HarryS
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Re: Vore War V32D

Postby pichu534 » Mon Jan 11, 2021 1:11 am

It appears that the feralwolves vore attack causes an exception now, if it works
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Re: Vore War V32D

Postby WhatTheNani » Mon Jan 11, 2021 2:36 am

Got an exception when ending a turn, not really sure what from. Don't know if there's a way to attach files to posts so just gonna put the text from recent exception file here:

Exception: NullReferenceException: Object reference not set to an instance of an object
Version :32D
StoredLogTexts+<>c.<InitializeLists>g__ReqSSWAndOSW|12_18 (TacticalMessageLog+EventLog s) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog+<>c__DisplayClass35_0.<GenerateRandomDigestionMessage>b__0 (StoredLogTexts+EventString s) (at <385704f207e04a3191fc9c41d52fcf21>:0)
System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () (at <1b13ba6391c74847bbc3eddc86df7eee>:0)
System.Linq.Enumerable.Max[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector) (at <1b13ba6391c74847bbc3eddc86df7eee>:0)
TacticalMessageLog.GenerateRandomDigestionMessage (TacticalMessageLog+EventLog action) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog.EventDescription (TacticalMessageLog+EventLog action) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog.UpdateListing () (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog.LogDigestionRandom (Unit predator, Unit prey, PreyLocation loc) (at <385704f207e04a3191fc9c41d52fcf21>:0)
PredatorComponent.DigestOneUnit (Prey preyUnit, System.Int32 preyDamage) (at <385704f207e04a3191fc9c41d52fcf21>:0)
PredatorComponent.Digest (System.String feedType) (at <385704f207e04a3191fc9c41d52fcf21>:0)
Actor_Unit.DigestCheck (System.String feedtype) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMode.NewTurn () (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMode.EndTurn () (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMode.PromptEndTurn () (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMode.ReceiveInput () (at <385704f207e04a3191fc9c41d52fcf21>:0)
GameManager.Update () (at <385704f207e04a3191fc9c41d52fcf21>:0)
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Re: Vore War V32D

Postby flamelord786 » Mon Jan 11, 2021 11:46 am

I'm also getting an error when ending my turn or belly rubbing a character with live prey. I've included both exception logs.
Ending turn:
Spoiler: show
Code: Select all
Exception: NullReferenceException: Object reference not set to an instance of an object
Version :32D
StoredLogTexts+<>c.<InitializeLists>g__ReqSSWAndOSW|12_18 (TacticalMessageLog+EventLog s) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog+<>c__DisplayClass35_0.<GenerateRandomDigestionMessage>b__0 (StoredLogTexts+EventString s) (at <385704f207e04a3191fc9c41d52fcf21>:0)
System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () (at <1b13ba6391c74847bbc3eddc86df7eee>:0)
System.Linq.Enumerable.Max[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector) (at <1b13ba6391c74847bbc3eddc86df7eee>:0)
TacticalMessageLog.GenerateRandomDigestionMessage (TacticalMessageLog+EventLog action) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog.EventDescription (TacticalMessageLog+EventLog action) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog.UpdateListing () (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog.LogDigestionRandom (Unit predator, Unit prey, PreyLocation loc) (at <385704f207e04a3191fc9c41d52fcf21>:0)
PredatorComponent.DigestOneUnit (Prey preyUnit, System.Int32 preyDamage) (at <385704f207e04a3191fc9c41d52fcf21>:0)
PredatorComponent.Digest (System.String feedType) (at <385704f207e04a3191fc9c41d52fcf21>:0)
Actor_Unit.DigestCheck (System.String feedtype) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMode.NewTurn () (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMode.EndTurn () (at <385704f207e04a3191fc9c41d52fcf21>:0)
DialogBox.YesClicked () (at <385704f207e04a3191fc9c41d52fcf21>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.UI.Button.Press () (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.EventSystem:Update()

Belly rubbing
Spoiler: show
Code: Select all
Exception: NullReferenceException: Object reference not set to an instance of an object
Version :32D
StoredLogTexts+<>c.<InitializeLists>g__ReqSSWAndOSW|12_18 (TacticalMessageLog+EventLog s) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog+<>c__DisplayClass35_0.<GenerateRandomDigestionMessage>b__0 (StoredLogTexts+EventString s) (at <385704f207e04a3191fc9c41d52fcf21>:0)
System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () (at <1b13ba6391c74847bbc3eddc86df7eee>:0)
System.Linq.Enumerable.Max[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector) (at <1b13ba6391c74847bbc3eddc86df7eee>:0)
TacticalMessageLog.GenerateRandomDigestionMessage (TacticalMessageLog+EventLog action) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog.EventDescription (TacticalMessageLog+EventLog action) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog.UpdateListing () (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog.LogDigestionRandom (Unit predator, Unit prey, PreyLocation loc) (at <385704f207e04a3191fc9c41d52fcf21>:0)
PredatorComponent.DigestOneUnit (Prey preyUnit, System.Int32 preyDamage) (at <385704f207e04a3191fc9c41d52fcf21>:0)
PredatorComponent.Digest (System.String feedType) (at <385704f207e04a3191fc9c41d52fcf21>:0)
Actor_Unit.DigestCheck (System.String feedtype) (at <385704f207e04a3191fc9c41d52fcf21>:0)
Actor_Unit.BellyRub (Actor_Unit target) (at <385704f207e04a3191fc9c41d52fcf21>:0)
RightClickMenu+<>c__DisplayClass14_0.<CreateButtons>b__1 () (at <385704f207e04a3191fc9c41d52fcf21>:0)
UnityEngine.Events.InvokableCall.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.UI.Button.Press () (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.EventSystem:Update()

I can technically continue playing after this, but with a few glitchy effects. Most notably, the enemy turn never really triggers. Ending my turn leads to both sides just standing there being unable to act and saying end turn again advances to my next turn, effectively skipping the enemy's turn. Second, belly rubbing will work, but the first click when using the right-click menu doesn't update the menu. Clicking belly rub again will drop the menu as usual and deselecting the target and right-clicking again will update it to show that they've already been rubbed. When this occurs, it also doesn't consume AP. Thirdly, every time I use the summon spell in that battle, the new unit is buffed up to ~lv.280-380.

I'm testing as I write this to get as many details as I can. So far, it seems that triggering the glitch by belly rubbing hasn't caused the summon issue yet and once all of the prey is dead, things seem to more or less go back to normal. The first time was ending my turn and I had the new mod active at the time. The second one was the belly rub and I had forgotten to enable the mod after restarting the game and reloading my save. When voring an ally character who was absorbing prey already, the vored character would't release their prey on death and would never get absorbed. The percentage absorbed for the ally in question would continue to go past 100% while their own prey's absorption would stop at 100% without being fully absorbed. Also, the summoning issue doesn't seem to be showing up again, only the first time.
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Re: Vore War V32D

Postby peteian » Mon Jan 11, 2021 12:30 pm

I got this exception when cum feeding. Dragon had 3 bunnies in his balls, 2 being absorbed 1 being digested

Spoiler: show
Exception: NullReferenceException: Object reference not set to an instance of an object
Version :32D
StoredLogTexts+<>c.<InitializeLists>g__ReqOSW|12_14 (TacticalMessageLog+EventLog s) (at <385704f207e04a3191fc9c41d52fcf21>:0)
StoredLogTexts+<>c.<InitializeLists>b__12_665 (TacticalMessageLog+EventLog s) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog+<>c__DisplayClass38_0.<GenerateAbsorptionMessage>b__0 (StoredLogTexts+EventString s) (at <385704f207e04a3191fc9c41d52fcf21>:0)
System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () (at <1b13ba6391c74847bbc3eddc86df7eee>:0)
System.Linq.Enumerable.Max[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector) (at <1b13ba6391c74847bbc3eddc86df7eee>:0)
TacticalMessageLog.GenerateAbsorptionMessage (TacticalMessageLog+EventLog action) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog.EventDescription (TacticalMessageLog+EventLog action) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog.UpdateListing () (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMessageLog.RegisterAbsorb (Unit predator, Unit prey, PreyLocation loc) (at <385704f207e04a3191fc9c41d52fcf21>:0)
PredatorComponent.DigestOneUnit (Prey preyUnit, System.Int32 preyDamage) (at <385704f207e04a3191fc9c41d52fcf21>:0)
PredatorComponent.Digest (System.String feedType) (at <385704f207e04a3191fc9c41d52fcf21>:0)
Actor_Unit.DigestCheck (System.String feedtype) (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMode.NewTurn () (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMode.EndTurn () (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMode.PromptEndTurn () (at <385704f207e04a3191fc9c41d52fcf21>:0)
TacticalMode.ButtonCallback (System.Int32 ID) (at <385704f207e04a3191fc9c41d52fcf21>:0)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <780acbdfab1d441d95f18133007790cd>:0)
UnityEngine.UI.Button.Press () (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <bd392c1132fe447fbb1adf74b58b3be5>:0)
UnityEngine.EventSystems.EventSystem:Update()
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Re: Vore War V32D

Postby Aurilika » Mon Jan 11, 2021 1:41 pm

flamelord786 wrote:I can technically continue playing after this, but with a few glitchy effects. Most notably, the enemy turn never really triggers. Ending my turn leads to both sides just standing there being unable to act and saying end turn again advances to my next turn, effectively skipping the enemy's turn. Second, belly rubbing will work, but the first click when using the right-click menu doesn't update the menu. Clicking belly rub again will drop the menu as usual and deselecting the target and right-clicking again will update it to show that they've already been rubbed. When this occurs, it also doesn't consume AP. Thirdly, every time I use the summon spell in that battle, the new unit is buffed up to ~lv.280-380.

I'm testing as I write this to get as many details as I can. So far, it seems that triggering the glitch by belly rubbing hasn't caused the summon issue yet and once all of the prey is dead, things seem to more or less go back to normal. The first time was ending my turn and I had the new mod active at the time. The second one was the belly rub and I had forgotten to enable the mod after restarting the game and reloading my save. When voring an ally character who was absorbing prey already, the vored character would't release their prey on death and would never get absorbed. The percentage absorbed for the ally in question would continue to go past 100% while their own prey's absorption would stop at 100% without being fully absorbed. Also, the summoning issue doesn't seem to be showing up again, only the first time.


The options being messed up is a potential side effect of these exceptions, but I'm not sure what that summon bug was about. Summoned units should spawn with 50% of the experience as the summoner. It's possible the other bugs are also related to the fixed exceptions but I guess we'll see in this new version.

Sorry about that, fixed up both of those major causes of exceptions. They're technically because of the mod, but it's as much my fault for not catching them.

32E:
Fixed a couple of common exceptions that people discovered, sorry about that.
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Re: Vore War V32E

Postby LostSoul13 » Mon Jan 11, 2021 8:46 pm

I found a bit of a silly bug that I don't think would ever come up in regular play, but if a unit manages to get 10 million or more EXP, they gain infinite levels because the hard cap sets the EXP requirement to level at 9,999,999. Though honestly, if someone somehow manages to get that much EXP without cheating they probably deserve infinite levels at that point.

Edit:
Also, I would like to say, I love the particle effects when an army has a unit that can level up. It's super helpful to be able to tell at a glance.
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Re: Vore War V32E

Postby FinalWolfZX » Tue Jan 12, 2021 6:10 am

Well, Adobe Flash is officially dead... and I don't know if it's because of that or not, but I can't get Vore War to run.... I just installed the newest version of the game, and it pops some sort of Unity window when started, but it doesn't go beyond that... I play Unbridled Hedonism as well, and that one still worked fine, so I'm not sure what the problem is...

EDIT: I tried a number of my other Unity based games, and all of them worked just fine, so the problem may have something to do with the recent patch...? I'm not too sure, but I hope this narrows the search down some.

EDIT #2: Tried extracting the zip file again, and it fixed the issue, not sure what went wrong the first time, but it's working now.
Last edited by FinalWolfZX on Tue Jan 12, 2021 4:37 pm, edited 1 time in total.
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Re: Vore War V32D

Postby flamelord786 » Tue Jan 12, 2021 8:53 am

Aurilika wrote:The options being messed up is a potential side effect of these exceptions, but I'm not sure what that summon bug was about. Summoned units should spawn with 50% of the experience as the summoner. It's possible the other bugs are also related to the fixed exceptions but I guess we'll see in this new version.

Sorry about that, fixed up both of those major causes of exceptions. They're technically because of the mod, but it's as much my fault for not catching them.

Thanks for the quick fix. I just encountered the summon bug again. It doesn't create an exception and is independent of the previous exception issue that was patched. I'm working on figuring out what causes it and how to consistently replicate it.
It has something to do with breastfeeding or cumfeeding the summoner unit. It ends up giving the unit exponentially more xp the more prey the feeder which is why the summoned units end up being such a high level. It seems to vary greatly though and I'm having trouble pinpointing exactly what causes it, but breastfeeding has been giving ~2k xp and cumfeeding has been giving 20k-160k, but also sometimes only being a more reasonable 23 xp. Wish I could be more helpful with pinpointing it, but that's the best I've got right now. Breast feeding might be drawing on the number of digesting prey in the feeder's breasts while cumfeeding might be drawing on the total number of digesting prey.
Whatever the cause is, keep up the good work. It's one of the best games I've found on this site, so I'm glad to help with improving it in any way I can.
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Re: Vore War V32E

Postby Aurilika » Wed Jan 13, 2021 1:11 am

LostSoul13 wrote:I found a bit of a silly bug that I don't think would ever come up in regular play, but if a unit manages to get 10 million or more EXP, they gain infinite levels because the hard cap sets the EXP requirement to level at 9,999,999. Though honestly, if someone somehow manages to get that much EXP without cheating they probably deserve infinite levels at that point.

Edit:
Also, I would like to say, I love the particle effects when an army has a unit that can level up. It's super helpful to be able to tell at a glance.


Went ahead and raised that a bit more just because there was still some space, even though it can never realistically be reached.

Also glad that it's useful.

FinalWolfZX wrote:Well, Adobe Flash is officially dead... and I don't know if it's because of that or not, but I can't get Vore War to run.... I just installed the newest version of the game, and it pops some sort of Unity window when started, but it doesn't go beyond that... I play Unbridled Hedonism as well, and that one still worked fine, so I'm not sure what the problem is...

EDIT: I tried a number of my other Unity based games, and all of them worked just fine, so the problem may have something to do with the recent patch...? I'm not too sure, but I hope this narrows the search down some.

EDIT #2: Tried extracting the zip file again, and it fixed the issue, not sure what went wrong the first time, but it's working now.


Yeah, flash should have no impact, that being said I'm not sure what the issue was there because I've never seen it do that.

flamelord786 wrote:Thanks for the quick fix. I just encountered the summon bug again. It doesn't create an exception and is independent of the previous exception issue that was patched. I'm working on figuring out what causes it and how to consistently replicate it.
It has something to do with breastfeeding or cumfeeding the summoner unit. It ends up giving the unit exponentially more xp the more prey the feeder which is why the summoned units end up being such a high level. It seems to vary greatly though and I'm having trouble pinpointing exactly what causes it, but breastfeeding has been giving ~2k xp and cumfeeding has been giving 20k-160k, but also sometimes only being a more reasonable 23 xp. Wish I could be more helpful with pinpointing it, but that's the best I've got right now. Breast feeding might be drawing on the number of digesting prey in the feeder's breasts while cumfeeding might be drawing on the total number of digesting prey.
Whatever the cause is, keep up the good work. It's one of the best games I've found on this site, so I'm glad to help with improving it in any way I can.


Ah, that bug with cumfeeding and breastfeeding was the real bug. The formula went a bit berserk on certain edge cases that made even that 160k look low. (I was messing around with the values and something plausible but rare yielded 1.6 Million exp.) I didn't mess with the actual formula, but I did make it so that it clamps the actual experience given between 0 and 40. That can be a lot of experience and can be slightly exploitable, but the actual overheal exp thing is a toggle so people can disable that if they wish.

32F:
Changing a units race (either by conversion or the unit editor) will now strip any unique weapons they shouldn't have, and lock/unlock the inventory as appropriate. So a monster being converted to a cat would lose their unique monster weapon and have an unlocked inventory again. A cat being converted to a monster would gain the monster's unique weapon and have their inventory locked (though they do get to keep whatever their second item is)
Hireable village units now display their gender as well to be consistent with mercs/adventurers
KuroTenko conversion no longer works on units deemed immune to conversion (like leaders, eternal units, special mercenaries, etc.)
Fix for a couple of improperly flagged random digestion texts that could cause exceptions when triggered.
Fix for manually regurgitating enemy units not taking away the exp gained from swallowing them (was accidentally modified when I did the fix for endo regurgitation)
Fixed a couple exceptions relating to non-preds and the right click menu.
Fixed an exception related to breast feeding.
Fixed the functionality of 'drowning armies' in the map editor to work correctly again.
Fixed a bug that could cause the overheal exp gains for breast feeding and cum transfer to occasionally be insanely high values.
Fixed a bug where turning off the overheal exp gains didn't actually stop the exp.
Fixed a bug that caused crypter gender to not work properly. (They weren't intended to be gender restricted, but their gender would get effectively overridden.)
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