First off, I'll say you got yourself a patron Aurilika.
I've been lurking around for quite a bit (though mostly because I forgot my username on my old account and the aryion forum admins are a bit distant when it come to responding...) and recently made an account to say good work on your two games.
This one strikes me as a lovely combination of X-com and heroes of might and magic, two game I have played and enjoy, all the while implementing the vore theme in a way that makes an interesting mechanic instead of just a gimmick. The game does have that "just one more turn" kick the other games also trick me into though it is a bit simpler. ^^
Couple of version ago I tried my hand at modding vore wars, though I had no prior experience with unity games, it was simple enough for the things I was trying to tamper with just altering values here and there poking at the balance. But I noticed most things ended up being implemented/changed by you instead. With a few exceptions and I'll come to that.
But I have some bugs to be made known, trait suggestions, balance and mechanic suggestions. Take whatever you like from this, as I can not read your mind I do not know what direction you plan on going nor the extent you wish to develop this game. This is your brain child after all.
First up, some bugs/typos(?):
-Voracity scales acid damage big time (magnitude of x10 if I interpreted the code correctly) contrary to what the tool-tips says, might be intended, but I'd suggest changing the wording on the tool-tip then.
-AI take decisions as if is not there fog of war. (this might simply be a case of being deliberate as it might make the AI a bit easy)
-Converted/reformed units who comes off a unit that is vored will spawn outside that unit and not inside it.
-Unchecking the "Race size limits weight gain" in the content menu, does what it says but it also resets once the theoretical max is reached, setting the weight to the lowest after the tactical.
Trait suggestions:
Greedy: There is no reason as a player to get it, no unit (that I've found?) has it, and AI does not consume their own units (though I see there is an auto regurgitate, maybe the case of an escape of hostile from L1 will mean that they don't get auto freed from their ally). I'd suggest maybe some kind of bonus for having a unit being digested, seeing as that phase lack any traits that gives a buff during it. Would make it an option with a clear downside. (maybe something like mana gain?)
On that note, endo has some use to save low level units that gets focused, but a trait that for prey that synergise and gives a buff to the pred while the unit is getting digested (should probably buff the opponent as well as balance?) could give some interesting strategies beyond healing.
An attack of opportunity trait, that when a hostile unit disengages with the unit it tries to attack/vore (maybe two different types?).
Cosmetic:
Maybe as a content checkbox, that after a certain larger amount of digestions at max weights/sizes, weight gains start setting a permanent increase that uses the sprites vore overlays to belly/breast/cock/tail/or whatever might be the case.
Something I tried to implement, though it did not end up as easy as I hoped:
Dual womb as a optional content checkbox for those units with dual stomach, I tried to implement this as a trait by the tried and true method of copy, paste and slight rename. But that was merely my path of least resistance, what I wished to make was to extend the dual container to fit more cases to make the different preference more equal mechanics wise. (though the kuro tenko mod does make it varied)
But dual womb seemed the more thematically suiting to use the extra sprite animations/models of the laima and the viper.
Balance:
Personally I tried to slow the vore part of the game down a bit, I thought the late game plowing through units and speed digesting them to be a bit strong for the heal gained and fiddled with the balance of it.(especially late game)
But what I think is the root of it that is beyond the balance I tried to make, is the nature of the vore skills. They are currently very loaded, the two skills does a lot and personally I think voracity is the strongest of the two, considering as I mentioned earlier, it also buffs up the digestion/absorption rate by a significant amount. All that is needed is enough stomach and then only voracity is really needed for it to be practical.
What I'd suggest is to split the skills into three categories upon leveling: offensive, defensive and vore. Offensive containing: Strength, Dexterity and Mind. Defensive: Endurance(remove health from strenght or it risks getting HP bloated), Agility and Will. Vore: Digestion/absorption rate, Escape chance (removed from Defensive skills), acid resistance (removed from defensive skills), vore chance(removed from offensive), stomach size, contain chance (opposite of escape chance for pred to keep prey), vore avoidance (removed from defensive skill).
Each parent category gaining 3 skill points that can then be distributed into its child-skills (maybe some randomization as it is in the live build without traits and the number is purely theoretical), what this allows is more deliberate player strategies where they have to choose what build they wish for the unit instead of getting it all in one or two skills.
For example, one unit is perhaps specialized in escaping vore and focuses offensively, but it gets weak towards normal attacks and can't vore well on its own.
Or a unit is specialized in vore chance, being good at gobbling units off the board and keeping them down, but does not have good digestions rates, meaning if it gets focused those units will be freed.
Or it is good at digesting quick but the prey have a higher likelihood of escaping
Etc.
Now as for the probably most time consuming suggestion, though I'll admit I have not thought of all the ramifications of this one, I would not be shy to discussing this one as there is probably side effects that I'm not considering.
But right now there is few mechanics for prey, beyond getting removed from play by a pred. Something that I've thought of that could spice it up mechanics wise, would be to implement a pleasure stat.
So that upon getting devoured the prey can toggle pleasure or escape, escape functioning as it does now. But with pleasure no attempt to escape is made, but instead it builds up a lust(?) stat on the pred that has a couple of thresholds impacting the unit, such things could be like getting dazed reducing accuracy of attacks/vore, getting temporarily stunned as they need a turn to relieve themselves for a turn, slowing down digestion and/or stopping it, at extremer levels turning neutral or turn-coating to the other team. Maybe with a chance of side effect trait application of "greedy" or something else to balance it out at the end.
Now I do hope I did not scare you off with all this
