It's a Gluttonous Life - a0.46.0 (public), a0.47.2 (Patreon)

Forum for the Vore games, and other downloads
Forum rules
Don't ask about updates. If there is an update, it will simply be posted. If someone is committing to a timeline, they will just tell you the timeline without needing anyone to ask.

Use Looking for master thread when you are not posting about an existing game.


You use this forum and website at your own risk for all links and uploads. There is no quality control or malware scanning or testing done here. Proceed with caution and use a virtual machine (VM) for any uploads strongly recommended. Virus/malware scanners alone are generally not good enough.

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby PsychoVyse » Thu Nov 21, 2024 2:10 pm

Something else I noticed was I phoned Sigrid if I could come over but had to end the conversation, leave to go to her apartment and then no greeting scene leading to sexy or vorny times when I get there, had to go to the bedroom and watch TV or sleep in bed with her. Can we get the Can I Come Over phone option to auto transport you to their residence and start the greeting?
User avatar
PsychoVyse
Participator
 
Posts: 301
Joined: Wed Oct 11, 2006 11:00 pm

Voracious patch for It's a Gluttonous Life a0.45.0/a0.46.0

Postby voraphile » Thu Nov 28, 2024 4:05 pm

Here is the "voracious patch" v2.30 v2.36 for a0.45.0 and a0.46.0:

Here are the changes in this version of the patch (adding to changes from previous versions):
  • Added a "Masturbate" button to the in-belly actions, which appears a little before the player character would be overwhelmed with their lust and would "auto-masturbate". This allows to trigger the masturbation earlier.
  • Properly increment the time and count a "digestion tick" after each Beg action while past the fatality threshold.
  • Avoid repeating the same predator action when the player character begs twice in a row while far past the fatality threshold limit.
  • Added new "gluttonous vore" scene opportunities with Bessie after having developed a good relationship with her and/or Jen, when drinking her milk or asking how she makes ice creams from it.
  • Improved a few vore dialogs with Bessie.
  • Fixed the bug that allowed to watch TV with Sigrid while she was asleep. (1)
  • Added the possibility to buy scratchcards in batches. (1)
  • Getting the achievement for winning $100k in the lottery now unlocks the ability to throw away your excess lottery tickets. (1)
  • EDIT (v2.31): properly report "You feel your skin tingle..." when the life saver effect stops, and not yet too far gone or far past fatality threshold (it could fail to be reported in some cases, and was wrongly reported when the player character could not feel any such thing any more).
  • EDIT (v2.32): added "leave home" and "go to parking" entries to the "Action" menu for all rooms of Elaine's, Jasmine's and Sigrid's homes.
  • EDIT (v2.32): properly use the 24 hours clock, when configured in Preferences, for job schedules and dialogs between characters.
  • EDIT (v2.33): fixed the bug that caused Elaine to disappear from the screen after a first dialog exchange in various venues (e.g. at the Hospital or in the Park).
  • EDIT (v2.33): properly check for venues (bar, gym) close time and interrupt dialogs with the predators accordingly.
  • EDIT (v2.33): fixed improper detection of the conversing Stockbroker when on phone, that could lead to other unrelated menus (e.g. the Pawn shop one) to be displayed after ending the conversation.
  • EDIT (v2.33): do not display money amounts with more than two decimal digits, and round up all appraisal values (from either Doris or the player character) to the closest dollar in the Pawn shop.
  • EDIT (v2.33): beautified the stocks trading menu by properly aligning texts and buttons.
  • EDIT (v2.34): on new game start, ask for the player character's genitals type and chest type (breasted or not) as well as for the character's Attributes before the intro starts at the hospital, to prevent really silly questions from Elaine in the latter scene (obviously, the hospital already knows all about the player character's physical characteristics :lol: ).
  • EDIT (v2.34): allow the player character to eat and drink (via the "Use" inventory action) the candies/food and beverage they buy at the supermarket (but only chocolate bars and gummy candies can be eaten while inside a large belly).
  • EDIT (v2.34): fixed the scene in the bar not updating to show the currently present predators while drinking alone several shots in a raw. Note that this does not "fix" (rather "add") Bessie's presence since there is no picture for her sitting in the bar. It does not fix either the presence updates while chatting with a predator (but the update will happen at the end of the conversation nonetheless, so it is not a real issue).
  • EDIT (v2.34): slightly improved the "ask/agree to be digested" dialog with Bessie.
  • EDIT (v2.35): fixed a bug (typo) introduced in v2.30 and which caused a crash when begging while far past the fatality threshold.
  • EDIT (v2.36): fixed a bug (duplicate return labels numbering) that was causing some phone conversations with the stock broker to enter the pawnshop menu.
  • EDIT (v2.36): fixed a bug (lack of variables zeroing when leaving the pawnshop) that could cause Doris to pay you more than what was agreed to after an appraisal.
  • EDIT (v2.36): properly make predators refuse a simple request to be let out when in a "gluttonous vore" scene.
  • EDIT (v2.36): properly account for the fact you asked to be let out, even when a predator refuses the request.
  • EDIT (v2.36): added a "gluttonous vore" scene opportunity when chatting with Euthalia on the secluded beach.
The following changes apply to a0.46.0 only:
  • Fix for missing hospital janitor job parameters, causing a crash. (1)
  • Fix for Sigrid unbirthing the player character over the phone line. (1)
  • EDIT (v2.33): fixed a couple typos in Elaine's job recommendation dialogs.
(1) Fix/improvement by Jack, incorporated to the Voracious patch with his permission; this change is also flagged with a # Jack comment in the code.

You may apply this patch following the same methods as described for v1.30, using one of the two following files:
ItsaGluttonousLife-a0.45.0-voracious-patch-v2.36.diff.gz
Voracious patch v2.36 for ItsaGluttonousLife a0.45.0
(131.13 KiB) Downloaded 11 times
ItsaGluttonousLife-a0.45.0-voracious-scripts-v2.36.zip
Voracious scripts v2.36 for version a0.45.0 (already patched files)
(444.26 KiB) Downloaded 55 times
ItsaGluttonousLife-a0.46.0-voracious-patch-v2.36.diff.gz
Voracious patch v2.36 for ItsaGluttonousLife a0.46.0
(82.41 KiB) Downloaded 7 times
ItsaGluttonousLife-a0.46.0-voracious-scripts-v2.36.zip
Voracious scripts v2.36 for version a0.46.0 (already patched files)
(405.61 KiB) Downloaded 42 times

EDIT: for the newest version (v2.40), please see this post
Last edited by voraphile on Thu Jan 02, 2025 10:38 am, edited 24 times in total.
voraphile
Somewhat familiar
 
Posts: 90
Joined: Mon Dec 19, 2005 12:00 am

Re: Voracious patch for It's a Gluttonous Life a0.45.0

Postby omelettedufromage » Thu Nov 28, 2024 8:32 pm

voraphile wrote:Here is the "voracious patch" v2.30 for a0.45.0 (1):

Here are the changes in this version of the patch (adding to changes from previous versions):
[/attachment]


These are some dam amazing improvements and over all quality of life fixes
omelettedufromage
Somewhat familiar
 
Posts: 106
Joined: Sat Dec 02, 2017 12:04 am

Re: Voracious patch for It's a Gluttonous Life a0.45.0

Postby voraphile » Fri Nov 29, 2024 5:05 am

omelettedufromage wrote:
voraphile wrote:Here is the "voracious patch" v2.30 for a0.45.0 (1):

Here are the changes in this version of the patch (adding to changes from previous versions)

These are some dam amazing improvements and over all quality of life fixes

The game itself is damn amazing and deserved them. :-D
voraphile
Somewhat familiar
 
Posts: 90
Joined: Mon Dec 19, 2005 12:00 am

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby Seifens » Tue Dec 03, 2024 4:05 am

I've updated my UI mod. The new version is 1.1, and can be found either on the game discord or earlier in this thread via the link in my signature.
User avatar
Seifens
Intermediate Vorarephile
 
Posts: 561
Joined: Fri Nov 25, 2005 12:00 am

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby voraphile » Wed Dec 04, 2024 6:05 am

Seifens wrote:I've updated my UI mod. The new version is 1.1
I gave it a try, but I don't like the "flat look" (flat buttons, flat menus), and miss my 24 hours clock in the Voracious patch (1).

Also, The "Hunger" bar (which actually measures the satiety and that I renamed as such in the Voracious patch "Alternate stats" screen) should be considered a vital stat: when it falls to 0, you loose health very, very fast and die just as fast. Since "Stamina" is not vital, I would prefer to see "Satiety" replace it in the "mandatory" (always displayed) bars. Also, tricolor bars (green when everything's ok, yellow when getting touchy and red for alert) would help a lot in the game and should at the very least be used for "vital" stats.

-----
(1) Guys, nowadays, AM/PM usage is pretty much inexistent for non-English-speaking-folks, especially for schedules (which is what matters most for the game) and the 24 hours clock (which widespread usage dates from the second half of the 20th century, i.e. post WWII) is so much easier to deal with for us ! 24 hours clock is the official time representation in the UE and in most of Asian countries as well. All military entities and administrations in the world also use the 24 hours clock, since it is unambiguous and avoids a load of mistakes. Even in English-speaking countries, time tables (e.g. transportation time tables) are all in 24 hours clock format.
voraphile
Somewhat familiar
 
Posts: 90
Joined: Mon Dec 19, 2005 12:00 am

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby KirklandSignature » Wed Dec 04, 2024 1:33 pm

What do I do to stop Jasmine from calling me a cheater?
User avatar
KirklandSignature
Been posting for a bit
 
Posts: 45
Joined: Tue Apr 14, 2020 10:41 pm

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby voraphile » Wed Dec 04, 2024 4:02 pm

KirklandSignature wrote:What do I do to stop Jasmine from calling me a cheater?
Sadly, you must die... I don't like it either. :-/
voraphile
Somewhat familiar
 
Posts: 90
Joined: Mon Dec 19, 2005 12:00 am

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby Seifens » Wed Dec 04, 2024 4:46 pm

voraphile wrote:I don't like the "flat look" (flat buttons, flat menus)

I'll chalk this up to personal preference. I think the modern minimalist look works well with the aesthetic of the rest of the game. Plus it's easy and keeps the file size small. For what it's worth I've been experimenting with color grading a bit more and I'm liking the results, but I will probably keep it on the subtle side. In the design phase I toyed with other visual styles, including one that was rounded and more opaque and it just looked like a children's toy to me. Overall I'm pretty happy with where it's landed. One thing I will say is that there are an awful lot of progress bars, so visually I'd welcome some kind of alternative to using those everywhere.

voraphile wrote:The "Hunger" bar (which actually measures the satiety and that I renamed as such in the Voracious patch "Alternate stats" screen) should be considered a vital stat: when it falls to 0, you loose health very, very fast and die just as fast. Since "Stamina" is not vital, I would prefer to see "Satiety" replace it in the "mandatory" (always displayed) bars. Also, tricolor bars (green when everything's ok, yellow when getting touchy and red for alert) would help a lot in the game and should at the very least be used for "vital" stats.

I disagree. Hunger, like Social, Fun, and Energy are maintenance mechanics. They deplete slowly over time and need to be topped up through player action. Health and Stamina are resource mechanics. They deplete due to player action and refill while not in use. Despite the consequences for hunger depleting fully, it does so slowly and you can go for more than a day without eating. You could make the same consequentialist argument about drunkenness being a critical stat based on the fact that you straight up die if it ever maxes out. So I feel that the current behavior of it appearing as a notification when it is below 75% is sufficient. I had tried other thresholds like 25% and 50%, but 75% was the point where I stopped constantly checking the current levels. That said, you can click on the needs window to pin it open and always see all of your needs, just like in the base game. This feature is mentioned in the readme, but unfortunately not well telegraphed so you'd be excused for not knowing about it.

As for the warning colors, I had been considering something like that. The health bar already does it, though only when you're actually in a stomach (the variable lethality threshold makes it tricky to apply a single warning threshold all the time). I think there are aesthetic arguments against having your needs list look like a christmas tree, but at the very least a second color would probably be fine, for when needs fall below 25% or something. I had also considered sorting your needs such that the one that needs the most attention is at the top, but I didn't like how that forced you to read the names all the time to figure out what was what. Maybe if they had icons instead it would be less of an issue? Anyway, it's a work in progress is what I'm saying.

voraphile wrote:AM/PM usage is pretty much inexistent for non-English-speaking-folks, especially for schedules (which is what matters most for the game) and the 24 hours clock (which widespread usage dates from the second half of the 20th century, i.e. post WWII) is so much easier to deal with for us ! 24 hours clock is the official time representation in the UE and in most of Asian countries as well. All military entities and administrations in the world also use the 24 hours clock, since it is unambiguous and avoids a load of mistakes. Even in English-speaking countries, time tables (e.g. transportation time tables) are all in 24 hours clock format.

The game uses am/pm, so I kept that aesthetic with my clock. It's the same reason I backed out my changes to the need names. If the mechanics are ever referred to in the base game or by npcs, then deviation from the base game in the UI will cause confusion (i.e., the refrigerator menu references 'Hunger' as the need name and uses + or the term 'fill', implying that a full meter is desirable). It's not a judgement on the utility of 12 vs 24 hour clocks, just a pragmatic choice to keep the UI applicable to the parts of the game I'm not willing to take responsibility for. If Sriseru ever adds a 12/24 hour toggle to the base game, I'll support it as well provided I'm still developing this mod.
User avatar
Seifens
Intermediate Vorarephile
 
Posts: 561
Joined: Fri Nov 25, 2005 12:00 am

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby voraphile » Thu Dec 05, 2024 5:44 am

Seifens wrote:
voraphile wrote:I don't like the "flat look" (flat buttons, flat menus)
I'll chalk this up to personal preference. I think the modern minimalist look works well with the aesthetic of the rest of the game.

Definitely a personal preference, and I do despise the "modern look" imposed by Micro$oft with their Win10/11 flat UI fashion... Call me an old fart, but this flat UI fashion reminds me of what we had to endure, back in the 70s and 80s, with pseudo-graphics characters terminals, or DOS display on the first "personal computers"... Something like that:
Image
:lol:

Seifens wrote:Plus it's easy and keeps the file size small.
No need for super-detailed background button/menu images. Just a pseudo-3D effect with white/grey/black lines around the said buttons and menus would do it for me. Also, what you did for the "3D effect" with the progress bars in the stats looks good to me...

As they are, the buttons and menus simply do not look as buttons and menus to me (i.e. not something you can interact with for buttons or move around for menus), but just as "fields" in the display...

Seifens wrote:
voraphile wrote:The "Hunger" bar (which actually measures the satiety and that I renamed as such in the Voracious patch "Alternate stats" screen) should be considered a vital stat .../...

I disagree. Hunger, like Social, Fun, and Energy are maintenance mechanics. They deplete slowly over time and need to be topped up through player action.
And I entirely disagree!... Hunger (Satiety, actually) is something you must watch closely while inside a belly, or you risk a sudden death! This is especially true while inside the intestines with all but Jasmine and Bessie (they are the only predators with "food" in their intestines).

Again, vital stats should always be displayed.

Seifens wrote:That said, you can click on the needs window to pin it open and always see all of your needs, just like in the base game. This feature is mentioned in the readme, but unfortunately not well telegraphed so you'd be excused for not knowing about it.
I did notice this feature, and yes, if I were to adopt your UI for myself (not the case for now, sorry, and mostly because of the 24 hours clock issue), I would definitely opt to keep all stats shown, always, at least during vore scenes.

Seifens wrote:As for the warning colors, I had been considering something like that. The health bar already does it, though only when you're actually in a stomach (the variable lethality threshold makes it tricky to apply a single warning threshold all the time).
Just look at what I have done with the Voracious patch "Alternate needs layout" (you can toggle it in real time from the Preferences): in the code, I do take the fatality threshold into account for the yellow and red levels in Health. It's a trivial thing to do (see the healthbar2 screen code in game/script.rpy).
With the new fatality threshold feature, it is also important for the player to get a small forewarning before they would get past the point of no return; this is why, in my alternate needs layout, the Health bar turns red slightly before the threshold would be reached.

Seifens wrote:
voraphile wrote:AM/PM usage is pretty much inexistent for non-English-speaking-folks .../...
The game uses am/pm, so I kept that aesthetic with my clock. It's the same reason I backed out my changes to the need names. If the mechanics are ever referred to in the base game or by npcs, then deviation from the base game in the UI will cause confusion (i.e., the refrigerator menu references 'Hunger' as the need name and uses + or the term 'fill', implying that a full meter is desirable). It's not a judgement on the utility of 12 vs 24 hour clocks, just a pragmatic choice to keep the UI applicable to the parts of the game I'm not willing to take responsibility for. If Sriseru ever adds a 12/24 hour toggle to the base game, I'll support it as well provided I'm still developing this mod.
Well, you do change the game mechanics already with your UI since via its features a player can tell where various predators are...
On its side, the 24 hours clock (and international date format) does not change anything to the mechanics: it's just an option that makes life infinitely easier for players of pretty much all non-English-speaking countries in the world...
I also implemented it as a simple preference in the Voracious patch and you could use the same flag (persistent.international_date_format) to switch the display in your own UI...
Last edited by voraphile on Fri Dec 06, 2024 6:07 am, edited 1 time in total.
voraphile
Somewhat familiar
 
Posts: 90
Joined: Mon Dec 19, 2005 12:00 am

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby Seifens » Thu Dec 05, 2024 6:58 pm

voraphile wrote:I do take the fatality threshold into account for the yellow and red levels in Health. It's a trivial thing to do (see the healthbar2 screen code in game/script.rpy).
With the new fatality threshold feature, it is also important for the player to get a small forewarning before they would get past the point of no return; this is why, in my alternate needs layout, the Health bar turns red slightly before the threshold would be reached.

I'm not sure if you checked or not, but I do this already. You get yellow, then red bars as your health gets low, followed by gray once you're past the fatality threshold. The bar is always green while you're not inside a pred. This is mostly due to the dynamic setting for the fatality threshold, which if enabled causes the threshold to change based on your current health whenever you are eaten. So you may be in the yellow, then escape, then be eaten again and be in the green because the threshold is now lower than it used to be.

voraphile wrote:Well, you do change the game mechanics already with your UI since via its features a player can tell where various predators are...

This isn't a change to the game mechanics, it's a new mechanic. As such I don't have to worry about how that mechanic is represented in the rest of the game and can make my own rules since there's no existing content in the game referencing location tracking that would be confusing if my tracker worked in a different way.

voraphile wrote:On its side, the 24 hours clock (and international date format) does not change anything to the mechanics

Mechanics is not my concern here, it's consistency. To be specific, there exists a fair amount of dialog in the game that references times in a 12 hour format. Elaine talks about her plans for the day using am/pm. Bessie tells you to show up 'after 6pm' for the milking job. Jasmine issues her feeding challenge by quoting an end time of '9pm'. The bank discusses service hours being between 8am and 8pm. I could go on, but for consistency's sake it makes more sense for the clock to use the same format.

voraphile wrote:I also implemented it as a simple preference in the Voracious patch and you could use the same flag (persistent.international_date_format) to switch the display in your own UI...

I'll go ahead and do this as it's a simple enough change and opt-in. It's still half baked given what I mentioned above, but at least if it's opt-in, people who encounter it will have had to do so deliberately.
User avatar
Seifens
Intermediate Vorarephile
 
Posts: 561
Joined: Fri Nov 25, 2005 12:00 am

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby justawhitefish » Thu Dec 05, 2024 8:09 pm

Completely off topic question here, but it just crossed my mind and I haven’t found any relevant answers to it. How tall are each of the characters respectively? Like, I know most of the gals are big except for Elaine, but like how tall are Sigrid and Jasmine?
User avatar
justawhitefish
Been posting for a bit
 
Posts: 33
Joined: Sat Jul 08, 2023 2:00 pm

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby Sriseru » Fri Dec 06, 2024 4:45 am

justawhitefish wrote:Completely off topic question here, but it just crossed my mind and I haven’t found any relevant answers to it. How tall are each of the characters respectively? Like, I know most of the gals are big except for Elaine, but like how tall are Sigrid and Jasmine?

Here's a handy size chart I made for the characters (click on the thumbnail to see the whole thing):
Image
User avatar
Sriseru
Participator
 
Posts: 262
Joined: Sun Feb 05, 2012 4:52 pm

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby voraphile » Fri Dec 06, 2024 5:12 am

Seifens wrote:To be specific, there exists a fair amount of dialog in the game that references times in a 12 hour format. Elaine talks about her plans for the day using am/pm. Bessie tells you to show up 'after 6pm' for the milking job. Jasmine issues her feeding challenge by quoting an end time of '9pm'. The bank discusses service hours being between 8am and 8pm. I could go on, but for consistency's sake it makes more sense for the clock to use the same format.
Good grief. Even though I consider those as only "minor annoyances" when compared to the displayed time from which I schedule my planning based on my memory (in 24 hours format too :D ) of the predator's own schedules...
So, the next version of the Voracious patch will automatically convert time format in characters' dialogs based on the 24 hours clock preference setting value. :P
EDIT: ready, and for the jobs schedule too.

Oh, and while I was at it, I also changed all references in the UI and menus from "Hunger" to "Satiety" in my next version (just the Fridge menu and the needs "Hunger" stat label to change)...
It feels so weird to me to see that my character is happy and healthy when 100% "hungry"! :lol:

Seifens wrote:
voraphile wrote:I also implemented it as a simple preference in the Voracious patch and you could use the same flag (persistent.international_date_format) to switch the display in your own UI...
I'll go ahead and do this as it's a simple enough change and opt-in. It's still half baked given what I mentioned above, but at least if it's opt-in, people who encounter it will have had to do so deliberately.
Nice, thank you! :-D
Last edited by voraphile on Fri Dec 06, 2024 8:14 am, edited 2 times in total.
voraphile
Somewhat familiar
 
Posts: 90
Joined: Mon Dec 19, 2005 12:00 am

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby voraphile » Fri Dec 06, 2024 5:43 am

Sriseru wrote:Here's a handy size chart I made for the characters (click on the thumbnail to see the whole thing)

Personally, and for the sake of "realism", I prefer to picture my character (a human male too) at the following scale:
Image

So, it's a very good thing the prey character is never seen in It's a Gluttonous Life: it lets everyone to their own preference and imagination. :-D

This is one of the (many) things I love in this game: no assumption whatsoever about the player character species, gender or size... Just about the fact, they are... edible! :gulp:
Last edited by voraphile on Fri Dec 06, 2024 10:59 am, edited 1 time in total.
voraphile
Somewhat familiar
 
Posts: 90
Joined: Mon Dec 19, 2005 12:00 am

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby BazBackup » Fri Dec 06, 2024 7:04 am

Any chance someone more skilled than me can resurrect the endo/reform mod?
BazBackup
Been posting for a bit
 
Posts: 28
Joined: Tue May 14, 2024 9:29 am

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby justawhitefish » Fri Dec 06, 2024 9:07 am

Sriseru wrote:Here's a handy size chart I made for the characters (click on the thumbnail to see the whole thing):


GOOD GAD!! The shark is THAT TALL too?! She doesn’t seem that tall in game, lol. And Elaine is 7ft?! Jebus, I thought she was of average height, lol.
Not that I’m complaining! Tall girls are chefkiss! Thankies for this! Great to have an idea of how huge these gals are now!
User avatar
justawhitefish
Been posting for a bit
 
Posts: 33
Joined: Sat Jul 08, 2023 2:00 pm

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby justawhitefish » Fri Dec 06, 2024 1:16 pm

Actually, last question! What about your cat people that tend to be prey in your vore posts on FA? How tall are they as well?
User avatar
justawhitefish
Been posting for a bit
 
Posts: 33
Joined: Sat Jul 08, 2023 2:00 pm

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby Derikdon » Fri Dec 06, 2024 5:29 pm

I've noticed that the other prey inside Jasmine's stomach isn't visible when the shared prey option is turned on. And an error pops up.
User avatar
Derikdon
Been posting for a bit
 
Posts: 38
Joined: Sun Mar 01, 2015 2:41 pm

Re: It's a Gluttonous Life - a0.45.0 (public), a0.46.0 (Patr

Postby Sriseru » Sat Dec 07, 2024 3:58 am

justawhitefish wrote:Actually, last question! What about your cat people that tend to be prey in your vore posts on FA? How tall are they as well?

They range in height from being as tall as Jen (the fox girl next to Bessie) and as tall as the player.
User avatar
Sriseru
Participator
 
Posts: 262
Joined: Sun Feb 05, 2012 4:52 pm

PreviousNext

Return to Vore game