Vore War V42B (updated 9/13/23)

Forum for the Vore games, and other downloads
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Vore War V42B (updated 9/13/23)

Postby Flame_Valxsarion » Tue Jun 20, 2023 7:02 am

Hello there! Welcome to Vore War!
What's that? You've already heard of this game? Well of course you have! This isn't a new game or anything, but rather a new post so that we have control over the main post and title of the thread while we continue working on it. It's hard to keep people updated if they have to dig and dig through posts to find it. I have full permission from the team to run this post.
For those who might want to rifle through the original forum post to see how the game developed over the years, here's a link to that:
viewtopic.php?f=79&t=53707

News
Version 42 released with a heckin boatload of new features! Day/Night cycle, two (and a half) new races, a new special merc, a lovely UI overhaul, condom disposal, and all kinds of other good stuff! See the changelog for all the juicy details!

Version 42A is released to fix some of the bugs from 42! (and create some new ones!)

Version 42B is released to fix some of the new bugs that came with 42A!



History
Once upon a time there was a game called Vore War, a tactics game from the mind of darkevilme/WarpedRealities (creator of Nomad).
As time went on that game was recoded to work in the unity engine, and expanded upon much more after that.
This was done by the lovely Auri/Aurilika (creator of Unbridled Hedonism).
And finally the versions we have here and going forward for the forseeable future are worked on by a wide team of people and overseen by our very own Selicia.

The World
The game takes place on a nameless world of various climates that is positively suffused with vorarephilic energy. The native species residing here are all experienced predators with healthy appetites for all things living and squirming, and are more than happy to dine on their enemies, and sometimes even their friends. Every so often, the world itself reaches across space and time and tears open a portal, grabbing a new species and dragging them into the fray. These newcomers are all inevitably corrupted by the strange energy permeating the realm and transformed into the hypersexual/hyper hungry predators we all know and love. Of course, not everyone is affected the same way. Members of the same race and even the same family may swing in wildly different directions of the pred/prey spectrum. There are even those who aren't affected by the energy at all. Speculation is that individuals with a strong sense of will remain largely themselves after arriving here. Or, perhaps the more likely answer is that they were already Apex predators on their home worlds.

The Game
The game itself plays out via two different modes. Let's talk about them!
Strategy Mode:This takes place on a sprawling world map which has various empires of over 30 different races competing against each other for territory, with the ultimate goal of you and your friends being the last ones standing when the smoke clears and the gurgling stops. The empires have to assemble armies by drafting soldiers from their population and venture forth towards battle in order to secure their claims. There are other things to make this less straightforward such as random events, diplomacy, infiltrators, goblin traders, gold mines, mercenaries, and wandering packs of monsters, with more features coming everyday.
Image

Tactical Mode: When two armies clash on the overworld, the game zooms in on the conflict and it becomes a turn-based tactics rpg. The army who initiated the battle become the attackers and gain the initial turn, with the other team becoming the defenders who must wait to act until the next turn. Victory is decided when all of a team's units either lie dead or have become their predator's assfat or otherwise.
If you decide you'd rather not deal with an overarching campaign, you can always enter the Pure Tactical Mode from the main menu where you can wage as many battles as you like. You can even toggle AI for both teams if you just want to watch some fools get ate.
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Races and Characters
Warped's initial game had only 2 races, and Auri's remaster brought that up to 5 at its release, but now with the help of the community we have amassed 96 different races or unique characters to play as, with more arriving all the time!
Those races include:
Spoiler: show

Empire races:
Cats, Dogs, Foxes, Wolves, Bunnies, Lizards, Slimes, Scylla, Harpies, Imps, Humans, Crypters, Lamia, Kangaroos, Taurus, Crux, Equines, Sergals, Bees, Driders, Alraune, Bats, Panthers, Merfolk, Avians, Ants, Frogs, Sharks, Deer, and the Aabayx!

Mercenary races:
Alligators, Cockatrice, Dew Sprites, Goblins, Hippos, Komodos, Puca Rabbits, Succubi, Tigers, Vargul, and Vipers.

Unique Mercenaries:
Abakhanskya the Girthy Dragoness,
Asura the Raging Demon,
Auri Winterbreeze the Summoner,
D.r.a.c.o. Unit #008, Corrupted Security Bot
Erin Chiba the Nyangel,
Ki the Small,
*NEW* Salix the... I don't know! Haven't played her yet! *NEW*
Selicia the Salamander Dragoness
Scorch the Wyvern,
Vision the Xeno-Spinosaurid,
Zerachiel the Wyvern,
Zoey Shui the Tiger Shark.

Wandering Monsters:
Serpents, Wyverns, Compies, Sky Sharks, Catfish, Vagrant Jellyfish, Feral Wolves, Feral Bats, Feral Frogs, Feral Ants, Feral Lions, Feral Lizards, Monitor Lizards, Salamanders, Fairies, Eastern Dragons, Western Dragons with Kobold servants, Gryphons, Terror Birds, Dragonflies, Giant Mantis, Man-eating Plants, Slugs, Earthworms, and even Goodra!

All of these races can be disabled at will.
Don't like the sergals' weirdly large heads? Uncheck that box!
(I'm working on it, geez!)[/size]


Current content:
All content is optional and can easily be disabled at your leisure.
Spoiler: show

Player pred/prey
Female pred/prey
Male pred/prey
Herm pred/prey
Human/demi pred/prey
Anthro pred/prey
Feral pred/prey
Macro/Micro
Multiple prey
Willing/Unwilling

Fatal vore
Endosoma

Oral vore
Anal vore
Cock vore
Breast vore
Tail vore
Unbirth
Rebirth

Weight gain
Growth

Scat disposal
Bone disposal
Gas (upstairs/downstairs)
Cum disposal/feeding
Milk disposal/feeding
*NEW* Condom disposal *NEW*


Community Created Maps: (47 Total)
There have been a bunch of maps made by various users over the years, but they're buried in the discord and take some searching to find.
I've taken it upon myself to comb the channel and post them here for easier access. Some are absolutely massive!
Simply drop these into you UserData/Maps folder, then select the map from the right side of the Create Strategic menu.
If you don't like a race, or wish to play as a different one, just start the game and use the cheat menu to replace an entire race with one of your choosing.
Spoiler: show

Burrows Siege
Created by @Noctarium
Size: Small (20x20).
Features: 5 empires.
Intended to be played from the Bunnies perspective, with only their leader being allowed to vore.
Link: https://cdn.discordapp.com/attachments/ ... sSiege.map
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Human Oppression
Created by @Cattitude (From small beginnings, eh Cat?)
Size: Small (44x44).
Features: 5 empires, and 4 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... ession.map
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Human Rule
Created by @Cattitude
Size: Small (44x44).
Features: 5 empires, and 5 gold mines. Lions WILL chew on your butt.
Link: https://cdn.discordapp.com/attachments/ ... nRule2.map
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VOTA: Rebirthed
Created by @Quackjack
Size: Small (32x32).
Features: 2 mercenary camps, and 12 gold mines.
NOTE: This map is technically empty. In order to use it you will have to open it in the map editor and replace at least 2 of the empty villages with 2 different empires, then save the map again.
Link: https://cdn.discordapp.com/attachments/ ... irthed.map
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Worlds Apart
Created by @Quackjack
Size: Small (26x32).
Features: 1 mercenary camps, and 10 gold mines.
NOTE: This map is technically empty. In order to use it you will have to open it in the map editor and replace at least 2 of the empty villages with 2 different empires, then save the map again.
Link: https://cdn.discordapp.com/attachments/ ... sapart.map
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Frostfire Valley
Created by @Quackjack
Size: Small (28x22).
Features: 14 gold mines.
NOTE: This map is technically empty. In order to use it you will have to open it in the map editor and replace at least 2 of the empty villages with 2 different empires, then save the map again.
Link: https://cdn.discordapp.com/attachments/ ... lleyV1.map
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Fecund Valley
Created by @Quackjack
Size: Small (41x28).
Features: 2 mercenary camps, and 14 gold mines.
NOTE: This map is technically empty. In order to use it you will have to open it in the map editor and replace at least 2 of the empty villages with 2 different empires, then save the map again.
Link: https://cdn.discordapp.com/attachments/ ... Valley.map
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Rifted Border
Created by @Quackjack
Size: Small (38x37).
Features: 16 gold mines.
NOTE: This map is technically empty. In order to use it you will have to open it in the map editor and replace at least 2 of the empty villages with 2 different empires, then save the map again.
Link: https://cdn.discordapp.com/attachments/ ... rderV2.map
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Hamlet Hunger
Created by @Quackjack
Size: Small (19x31).
Features: 2 mercenary camps, and 16 gold mines.
NOTE: This map is technically empty. In order to use it you will have to open it in the map editor and replace the empty villages with 2 different empires, then save the map again.
Link: https://cdn.discordapp.com/attachments/ ... ngerv1.map
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Nile River Delta
Created by @Mederic
Size: Small (40x32).
Features: 4 empires (2 at a big disadvantage), and 2 mercenary camps.
Link: https://cdn.discordapp.com/attachments/ ... /Delta.map
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Tree Brawl!
Created by @GreenSlime
Size: Small (32x32).
Features: 8 empires, and 13 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... eBrawl.map
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Elemental Battlegrounds
Created by @Supra
Size: Small (27x30).
Features: 9 empires, 9 mercenary camps, and 16 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... rounds.map
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Small Skyrim
Created by @Cattitude
Size: Medium (70x64).
Features: 8 empires, and 6 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... mallv2.map
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Symmetry Six
Created by @Drackogon
Size: Medium (38x38).
Features: 9 empires, 10 mercenary camps, and 10 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... metry6.map
Image

Twin Rivers
Created by @Drackogon
Size: Medium (50x50).
Features: 9 empires, 6 mercenary camps, and 10 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... Rivers.map
Image

SC2 The Abyss
Created by @Drackogon
Size: Medium (60x60).
Features: 16 empires, 4 mercenary camps, and 20 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... 2Abyss.map
Image

Mountain King
Created by @Heroyne
Size: Medium (50x50).
Features: 8 empires, 4 mercenary camps, and 44 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... inKing.map
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Grand Crusade
Created by @AAAking
Size: Medium (61x40).
Features: 24 empires, and 17 mercenary camps.
Link: https://cdn.discordapp.com/attachments/ ... sadeV1.map
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Coldblood Blessing
Created by @bnnuy/umbry
Size: Medium (59x49).
Features: 6 empires, 3 mercenary camps, and 6 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... essing.map
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Specter's MOBA2
Created by @Specter
Size: Medium (64x64).
Features: 10 empires, 10 mercenary camps, and 10 gold mines.
NOTE: Designed to 5v5 which can be achieved by setting each empire's team number to be the same. You'll also probably want to disable diplomacy
Link: https://cdn.discordapp.com/attachments/ ... /MOBA2.map
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Lunar's Holdout
Created by @Lunar Shield
Size: Medium (60x60).
Features: 3 empires, MANY mercenary camps, and MANY gold mines.
NOTE: Designed to played as the empire in the middle, and surviving against the two stronger empires on the outside.
Link: https://cdn.discordapp.com/attachments/ ... outMap.map
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Crossroads
Created by @Dramus
Size: Medium (66x66).
Features: 14 empires, 1 mercenary camp, and 7 gold mines.
NOTE: Designed to played with Fog of War enabled.
Link: https://cdn.discordapp.com/attachments/ ... oadsV1.map
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Mistakes Were Made
Created by @bnnuy/umbry
Size: Medium (53x40).
Features: 9 empires, 1 mercenary camp, and 24 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... reMade.map
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Islands
Created by @Squidgy
Size: Medium (42x42).
Features: 6 empires, 3 mercenary camps, and 11 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... ands02.map
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France
Created by @illuminati n°666
Size: Medium (50x45).
Features: 7 empires.
Link: https://cdn.discordapp.com/attachments/ ... france.map
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Scenario: Tribal Uprising
Created by @Katar
Size: Medium (45x28).
Story: Reia Moonshadow of the Lone Mountain wolves was patrolling near the edge of the village with her friend Huntress Nina when suddenly there was movement at the edge of the foothills. She squinted through the sunlight to see what it could be. Was it the lizards from the Gurgling Swamp? No wait... It was the Weeping Belly, a rival tribe of Wolves from down south by the pond. And judging by that horrible mess of grey hair, it was Vesla and her favorite chewtoy Duni. Judging by the noise coming from the woods, however, there were lizards nearby as well. Probably Ishka again, that blue bitch! Now Reia is left with a choice. Does she take the initiative and eliminate these trespassers? Or does she wait for them to attack each other first, and clean up whoever is left. Either way, the humans to the east have grown increasingly curious about the Tribelands and have begun to send scouting parties into the woods to search for resources. The Lone Mountain tribe's way of life may be at risk if something isn't done quickly.
Link: https://cdn.discordapp.com/attachments/ ... Rising.sav
NOTE: This is a Save instead of a Map. As such it needs to go into you UserData/Saves folder. This also means that the content flags will likely be different than your own settings. Be sure to look through the content options and make sure you're okay with what's enabled, or just import your own settings.
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Swamp Hell
Created by @Liongaming1
Size: Large (50x50). (Large by function, not by size)
Features: 1 empire
NOTE: This map is incomplete. To play it you will have to open it in the map editor and place another empire down somewhere. I recommend the top left.
Link: https://cdn.discordapp.com/attachments/ ... mpHell.map
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Magnamundi
Created by @Mederic
Size: Large (90x90).
Features: 16 empires, and 8 mercenary camps
Link: https://cdn.discordapp.com/attachments/ ... amundi.map
Image

Indonesian Spice
Created by @Mederic
Size: Large (90x65).
Features: 9 empires, 5 mercenary camps, and 9 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... /spice.map
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Transoxiana
Created by @Mederic
Size: Large (80x60).
Features: 8 empires, 3 mercenary camps, and 8 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... oxiana.map
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Mederic's First Map
Created by @Mederic
Size: Large (75x75).
Features: 14 empires, 3 mercenary camps, and 10 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... rstmap.map
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Skeletor's Map
Created by @Skeletor
Size: Large (70x70).
Features: 20 empires, 3 mercenary camps, and 27 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... Skelly.map
Image

Archipelago
Created by @yoshi
Size: Large (86x86).
Features: 19 empires, 22 mercenary camps, and 4 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... pelago.map
Image

Kà's Continent
Created by @Kà
Size: Large (76x76).
Features: 24 empires, 9 mercenary camps, and 8 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... tinent.map
Image

Cliffdrop
Created by @bnnuy/umbry
Size: Large (99x49).
Features: 29 empires, 7 mercenary camps, and 18 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... point1.map
Image

Runalia
Created by @Naktu
Size: Large (91x91).
Features: 25 empires, 1 mercenary camp, and 2 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... unalia.map
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Weom V4
Created by @Cartography
Size: Large (108x108).
Features: 19 empires, 3 mercenary camps, and 3 gold mines. Lot's of abandoned villages to claim, and many many monster spawners.
Link: https://cdn.discordapp.com/attachments/ ... WeomV4.map
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thecrazy13's Valley
Created by @Lhasa
Size: Massive (96x72).
Features: 14 empires, and 10 mercenary camps.
Link: https://cdn.discordapp.com/attachments/ ... leyMap.map
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Aastmer
Created by @Ember
Size: Massive (200x200).
Features: 27 empires, and... other things. I don't want to count, DON'T MAKE ME COUNT!
Link: https://cdn.discordapp.com/attachments/ ... astmer.map
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Brittania
Created by @flex
Size: Massive (140x170).
Features: 17 empires, MANY mercenary camps, and 17 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... afinal.map
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Seiras RPG
Created by @TershaSerou
Size: Massive (250x250). (Recommend increasing MP)
Features: 24 empires, MANY monsters spawns throughout the sprawling wilderness.
Link: https://cdn.discordapp.com/attachments/ ... rasRPG.map
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Kà's Sea
Created by @Kà
Size: Massive (128x128).
Features: 22 empires, 1 mercenary camp, and 20 gold mines.
Link: https://cdn.discordapp.com/attachments/ ... 88/Sea.map
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Rodra's Fantasy
Created by @rodra
Size: Massive (125x125).
Features: Large sweeping landscapes that are surely filled with many things my eyes were too tired to see.
NOTE: This map is technically empty. In order to use it you will have to open it in the map editor and replace at least 2 of the empty villages with 2 different empires, then save the map again.
Link: https://cdn.discordapp.com/attachments/ ... antasy.map
Image

Megaloson
Created by @Gregoria
Size: Massive (128x128).
Features: 22 empires, and... other things. Please... You don't understand, the dots are SO SMALL.
Link: https://cdn.discordapp.com/attachments/ ... aloson.map
Image

Lhasa's Generic Fantasy
Created by @Lhasa
Size: Massive (120x120).
Features: 27 empires, and... other things. Have mercy... I'm so sleepy...
Link: https://cdn.discordapp.com/attachments/ ... antasy.map
Image

Lhasa's Generic Fantasy: Remastered
Created by @Lhasa
Size: Massive (150x150).
Features: 29 empires, 6(?) mercenary camps, and 30+ gold mines
Link: https://cdn.discordapp.com/attachments/ ... antasy.map
Image

Scenario: Alantria
Created by @Katar
Size: Massive (170x120).
Story: I... was gonna try and whip up a story for this but... There's like 200 named characters and I don't even know where to start lol
Link: https://cdn.discordapp.com/attachments/ ... antria.sav
NOTE: This is a Save instead of a Map. As such it needs to go into you UserData/Saves folder. This also means that the content flags will likely be different than your own settings. Be sure to look through the content options and make sure you're okay with what's enabled, or just import your own settings.
Image


Known Bugs:
1. Layering on the Lizards' sprites has a tendency to get wonky the longer a battle goes on. I'm still trying to narrow this down.
2. Consuming any spell books over 5 via BookEater, then entering the Unit Editor, will reduce any learned spells back down to only 4.
3. There is a button limit of 25 for the right side menu. Should a unit exceed this number via BookEater, Assimilation or similar methods, the game will throw an exception and some abilities will be inaccessible.
4. The map generator will break if water percentage is set too high. This may be a side effect of the feature that allows villages to be isolated in the map editor.
5. Fog of War now seems to be on forever regardless of settings.
6. The Goodra spawner in the map editor is incredibly difficult to select.


Change Log
Releases are controlled by @Cattitude, so these are from their perspective.

V42
Spoiler: show

Version 42
It's been a minute, huh? I know you've all been waiting as we post screencaps and such, so I'll do my best to recap what changes we've made:

New features!
* A new day/night cycle system has been added with plenty of associated options has been added!
* In the race editor, each race can now have different races specified for their leader, conversions, and regular spawns!
* Leaders and Spawns can now also have specific traits alongside male/female/herms!
* An option to enable condom disposal for CV has been added!
* A volcanic tileset has been added for battles taking place on volcanic strategic tiles!
* For kangaroos, breast vore has been changed to pouch vore! Currently a WIP, more to come
* Forcefeeder logic has been changed a bit. Units can be fed over their maximum capacity. Beware doing this without restraint as overfull units will take damage every turn they remain that way. This may be tweaked or reduced to a toggle depending in feedback.

New Race(s) and Special Mercenary!
New Playable Race: Aabayx by @Cartography
A new playable race of bacteriophage-like beings with strange attributes and a thirst for blood!
New (Sub?) Race: Youko by @KuroTenko!
A new race of foxes that follow a more traditional style! They currently only spawn as the leader of a Fox empire.
New Subrace: Whisp by @KuroTenko!
A curious being summoned by the Youko!
New Special Mercenary: Salix by @CaneSugarCat!
A demi-mouse mage bringing with them a few new spells!

Tweaks to Special Mercenaries
Zoey: Various stat tweaks plus adding the traits BornToMove and Maul to make her more formidable
Erin: Added a new spell called Divinity'sEmbrace, a poweful instant heal that also applies a shield. Gave her the FixedGear flag and created unique items to fill that void. Various stat tweaks, as well as lore in her race description!

New Traits!
TightNethers: Prevents unit from using genital vore unless the target is ~1/3 their size or smaller. However, if the target was made small enough through use of Diminishment, the effect will not fade while they are inside the unit.
Whispers: Preds voring this unit are afflicted with Prey's Curse and may become Charmed.
UnpleasantDigestion: Unit damages predators while being digested.
TraitBorrower: Unit will temporarily have their preys' traits.
Perseverance: Unit will regenerate health after not being struck for a few turns!
ManaAttuned: Unit loses 10% of their maximum mana each turn, and will fall asleep when running out of mana. Unit regains 50% of their max mana each turn they are asleep.
NightEye: Unit has higher sight range at night.
KeenEye: Unit has 10% bonus to crit chance when attacking.
AcuteDodge: Unit has 10% bonus to graze chance when being attacked.
SpellBlade: Unit's attacks are strengthened by their Mind stat. Effect is half as much of the regular stat (Strength for melee, Dexterity for ranged)
ArcaneMagistrate: Unit gains a stack of Focus when landing a spell, and an additional 4 if the spell kills.
ViralDigestion: Unit applies the Virus status effect to prey when they escape/are released.
AwkwardShape: Unit is harder to vore and provides less healing when digested.
Metamorphosis: Unit will transform into the race of their pred when digested.
Changeling: Unit will transform into the race of their prey when beginning to absorb them.
GreaterChangeling: Unit will transform into the race of their prey when voring them.
ForcedMetamorphosis: Unit will give pred Metamorphosis or MetamorphicConversion trait upon digestion.
MetamorphicConversion: Unit will transform into the race and change to the side of their pred when digested.
Possession: Unit may possess pred if strong enough and/or pred is corrupted enough when eaten, allowing unit's side to control pred.
Parasite: Unit creates a parasite inside pred when digested, parasite unit will damage pred while unit is absorbed and is released (causing more damage to pred) when unit is fully absorbed.
SpiritPossession: Unit may possess pred if strong enough and/or pred is corrupted enough when eaten, allowing unit's side to control pred. Persists after unit is absorbed.
Symbiote: Unit will share their traits with pred when vored.

So many UI improvements!
I can't even recall (or read the code for) many of the changes that have been made, but I can make note of a few:

Squished the text on most buttons to make them look nicer
Almost all of the settings in the Content Settings menu have been resized and repositioned to make the menu look (and hopefully feel) better!
HP/MP/EXP bar displays have been revamped (again)!
Temporary traits are now highlighted in purple to help differentiate them from permanent traits!
Hire Specific Menu now has buttons to sort by stats!
Color names have been added to the unit customizer for hair/fur on select races!
Visual overhaul to the Training menu!

Bug fixes!
This game is so broken lol. We've made attempt to fix more glaring issues, though; to name a few:

Suckle command will now appear in right-click menu if EXP can be gained from it, not just if HP can be healed.
Hedonist AI should no longer cause exceptions when there is a enemy with the Prey trait.
Setting suckling permission to Random should no longer make the AI less likely to suckle.
Preds now have their breasts jiggle during breast vore, as bellies do during oral/anal.
And so much more, seriously I could not possibly list everything changed in this release without delaying it by like another week and I've already stopped working on new stuff to get this out, there's more to come, please enjoy :)

Full Changelog if you feel like sifting through git commits: https://github.com/Kiptytude/VoreWar/compare/41F...V42

V42A
Spoiler: show

Formatting doesn't want to play today. Yay!

Changes & additions

* SynchronizedEvolution and Extraction now synergize
* A unit with both traits will extract a trait and give it to their entire race when digesting prey
* Tooltips for various traits have been updated with fixed typos and to disambiguate AP with Mana Points

Bugfixes

* Nighttime battles should no longer randomly softlock the game
* Mousing over races in the race selector when creating a strategic game should no longer throw an exception
Attackers should no longer always be visible at night
* Pre-v42 saves should no longer default spawn/conversion races to Cats
* Stat tooltips on unit status sidebar reimplemented
* Fixed Salix not having correct innate spells
* Aabayx and are no longer allied with Bunnies by default
* Aabayx tails are now randomized on spawn
* Aabayx should no longer have invalid customizer buttons
* Aabayx compound bow should no longer disappear briefly when used
* Fixed stray pixels when Aabayx open their mouths
* The fearsome "none" race should no longer show up in your game outside of existing units
* Mousing over units in the unit exchange window should no longer throw an exception
* Settings for the mercenary house should no longer cover the rest of the settings
* Sex selector in the unit editor now defaults to full size, so the list no longer needs to be scrolled
Race dropdown in the unit editor should no longer overflow off the screen
* Overfeeding damage can now be toggled in the standard options menu
* PV now lists "pouch" as prey location
* PV now uses belly sprites
* PV no longer generates milk puddles on absorption

*NEW* V42B *NEW*
Spoiler: show
Bugfixes

* Attacker AI should now be able to see
* Game should no longer throw NullReferenceException when generating hovering tooltips in strategic mode
* Day time is forced if the D/N option is off
* Day/Night cycle is now Off by default
* Summons should no longer be invisible to AI
* Reorganized the map editor a little to make the Goodra not difficult to select
* STM tooltip now displays total capacity outside of battle
* Milk disposal should no longer display for PV and should display for BV
* Tooltips for sliders should no longer go offscreen


Older Releases
Spoiler: show

V41E
1. Map makers rejoice: Maps with impossible-to-reach locations are now allowed – But this isn't just for your niche scenario needs anymore. There are now traits to either enable or prevent armies from traversing specific terrains. Want those wolves to stay in their forest? Dragon too lazy to leave their lair? Maybe lions hate swamps? You can even finally watch those Merfolk swim across the oceans – ah, but only if they can make it in 1 turn, still can't stop on Water, mountains or Lava, sorry.
2. Also there's a trait to have prey pass on specific traits, called Donor. Check it out and maybe make a puzzle map or something.
3. Are your MACROS too weak and your micros too strong? Eh? "Not really"? Ok, well, either way, there's now a setting that makes stat boosts (the green/red numbers) affect max health, because it just makes sense, y'know?
4. BookEater trait: Books are consumed on equip in return for gaining an innate spell! Why didn't mages think of trying this before?
5. Finally, –for realsies this time, with betatester approval– made sure all former decimal inputs (now mostly percentages) will work universally. There were some disgusting localization shenanigans going on under the hood.
6. Certain Ranged or Melee related traits now factor into the autobuy choice.
7. Corruption builds up via cum/breast feed, transfer, suckle and corrupts KuroTenko birthed units if pred, prey, or gestation prey/donor are corrupted. – Kuro, if you want anything about this changed, lemme know.
8. Made a new trait that's kinda like InfiniteAssimilation, but on many performance-enhancing drugs
9. Extraction absorbs a trait every turn, and actually bleaches the prey's trait list clean in the progress, until they are nothing Mwahahaha...
Should make one that digests their levels next... (Cheat trait obvs)
10. The much-requested Maw/Gatemaw location picker. Feel free to come up with nice texts for each option on the discord. Or here, if you like. I can share them in the discord later.
11. Updated help texts to explain sides and allegiances a bit, and added missing mentions of obscure interactions between traits to their relevant tooltips
12. New FeralLions Mane style
13. Added "Default" as a possible unit editor alignment, so you can tell whether the unit has a fixed side or not from there. But also, if you're allowed to know this information during regular gameplay, there is now a "Special Allegiance: " bit in the unit side panel. Long overdue.
14. fixed some more issues with Reincarnators and infiltrators disappearing forever when the mercanary or hirables lists they're in are cleared. Now Infiltrators should properly sneak back out and seek a friendly village, while reincarnators re-reincarnate... yeah they kinda just try again until they live a life where they're relevant in the world :lol:
15. "fixed absolutely all softlocks forever, guaranteed. Oh who am I kidding I couldn't even reproduce one I personally encountered" ...You sure you want me to say this, Cat? Okay, okay! I'll put it in there... Sheesh!
16. fixed units bringing some unresolved anger to the battlefield (and being offended someone healed them (statuses counted as friendly fire))
17. Infertile trait. Individuals' traits now affect breeding in a town.
X. And that's all. Check the branch's commit history for anything I may have missed.

V41D
This one affects only part of the player base who I didn't wanna neglect, but others can safely ignore.
People who need this are:
* Player v Player battlers
* Anyone whose machine decided to save the Ramdomizer Traits' chance with a comma into the customTraits.txt instead of a decimal dots.
* ForceFeeding lovers

V41C
I know, it's been so long since the last release.
Just a lil mini patch that makes life easier.
Sheights fixed some race editor sprite issue where the lizards and kobolds would show their butt and cause an error somewhere.
I fixed something in pure tactical where the game was looking for the human's empire (bold assumptions!) to draw the colored squares.
Rest in the image:
Image

V41B
1. Tooltips in the Randomizer Traits' trait list, and in the Assimilable traits, by Phishy, ported to git by @Sheights
2. New Lizard AV and UB sprites by @Flame-Valxsarion
2.5 New BV struggle animations by @Flame-Valxsarion
3. Improved Reincarnation – will happen more often while intelligently picking a random race (Keep in mind this deletes all 41A dead reincarnators)
4. Randomizer Traitception: Put a randomizer trait in another's trait list and set chances higher than 1.0/100% for multiple picks out of 1 RT
If this doesn't cover your needs it's a skill issue xD
5. Made my own validation for decimal inputs because Unity said no for a couple of players.

More complete-ish list in image:
Image

V41A
V41A is here! (We don't talk about 40C)
1. Trait Randomization. You have a main menu button where you can create a "trait". This trait shall get a name, a chance (not in % but in decimal parts of 1) for it to turn into any actual trait, which you select from a list like you do with Assimilable traits.
2. Goodra, thanks to @Sheights
3. Infiltrators: "Armies fully consisting of infiltrators are invisible to the enemy. Using 'Exchange' on an enemy village or a Mercenary camp will infiltrate it (For Player villages, infiltrating as a Mercenary will be preferred, otherwise as recruitables). Will also use conventional changes of allignment to go undercover (Hidden Trait)"
Actually there's a bunch of these hidden traits – traits you don't see on the enemy, and which may cause some backstabbing. There's this whole thing where you might get to control an opponent's unit in the middle of its turn, or your units might become controlled by AI because they weren't really on your side to begin with. Goes nicely with randomization, but of course it's also easy to just not use anything that says "Hidden Trait" and you're safe.
4. Bind Summon: A trait-spell which can take over a summon and bind it, then resummon that same unit as it (hopefully) gets stronger from battle to battle.
There's also the unholy cross between Summoning and Resurrection, where you bring back any dead unit as a summon. "Reanimate".
Had to rename "Reanimator" trait to "Revenant" for that. Apologies for the confusion.
5. HypnoticGas turns enemies into mindless belly-rubbers that don't resist vore attempts.
6. The Temptation trait adds a strong compulsion to forcefeed oneself on top of mind control effects (Charm, Hypnosis).
7. Hopefully the AI is smarter now? Especially mages?
8.Three new BookWorm traits (I, II, III) to stimulate the magic economy
9. Reincarnation stuff, Corruption
idk I'm tired, everything has tooltips. Unless they broke again. Have fun

V40C
THERE IS NO V40C.

V40B
1. Added the first endosoma log texts. There are still going to be odd inconsistencies with endo when it comes to rub texts or the like, but it's a start.
2. Added the lions' AI for any race to use, and it's selectable via drop down in the Race settings
3. Added a third AI that branches off that one, which is the new default for Kobolds. ServantRaceAI. You can guess what it does :)
4. Another new field in the Race editor that helps with balancing: Eminence. It's always been there in the code, just hardcoded as "PowerAdjustment". It's primarily for army power calculations. Now the newest AI also uses that value to determine who's master and who's servant, so there was more than enough reason to give the player control over it.

V40A
1. Fixed Lion zoomies.
2. Fixed exceptions when loading saves, especially "in the middle of battle" (tactical mode) ones, causing overall broken behavior.
3. Restored the long backwards compatibility of saves.
4. Fixed a longstanding bug where AI would skip turns repeatedly when they should be finishing off surrendered units.
5.Renamed the trait Loyal to Camaraderie (unit will never defect).
6. Added the RaceLoyal trait that's the opposite of Camaraderie (unit will always rejoin their race).
7. Added the Trait SynchronizedEvolution: A companion traitfor Assimilation and InfiniteAssimilation that applies the gained traits to the entire Race.
8. Added the Charm spell:
The unit will serve the charmer for a number of turns without switching sides. AI Allies won't fight back, preferring to keep attacking the actual enemy and wait out the effect. Charmed player units will move via an AI at the start of the player's turn.
9. Added the Charmer trait: Allows casting Charm once per battle.
Gave Charmer to Succubi as a default (they are still underpowered).
10. Made the effects of the Growth trait configurable in the content settings:
You can set the cap, a multiplyer, a flat decay rate, and a decay rate that rises with the amount of growth.

V40
1. New Race: FeralLions
And with them a whole system that enables sprites to react to what's going on, used to make the Lions more emotive with situational facial expressions. That can be used by any race new and old, should their creators choose to.
They also rub eachother's bellies a bunch... Because they actually have their own AI. For now that's a lion only thing, let's see how it's received.
These cats also pussy out for nonstandard reasons, that's a separate matter from the new AI and can be changed easily, so feedback away!
2. Added visuals to Belly rubs in the form of a little hand icon that works similarly to the digestion skull icon.
3. Growth rework. It has a new formula that's independent of level and health, but dependent on things like size, bulk, nutrition modifiers, and the new growth modifiers. Those growth modifiers come as a handful of companion traits, and there are also ones that affect the decay rate.
4. In the monster settings, each monster race now has a value for how confident the armies are. Meaning how strong a target of theirs can be before they no longer dare to attack.
5. Deer log texts by @Bane of Fun#6036
6. Bunch of log texts, fixes, and utilities, somewhat focused in areas of my interest, like size difference, farts, scat, and of course, lions.
7. Fixed Being able to resurrect summons as long as a non-summon had also died.
8. Fixed mines being visible in fog.
9. Made it possible for log texts to address potential next prey, even if addressing the player is disabled.


Link to current version V42B:
https://github.com/Kiptytude/VoreWar/releases/tag/V42B

Discord server: https://discord.gg/qTQSztP
Last edited by Flame_Valxsarion on Wed Sep 13, 2023 11:57 pm, edited 56 times in total.
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Re: Vore War V41D (updated 6/20/23)

Postby darkevilme » Tue Jun 20, 2023 9:13 am

Point of correction.
My version of Vore War had TWO races, count'em two..dogs and cats. If it were any more bare bones it'd be a halloween decoration.
So honestly the fact that Vore War now has this much is both impressive and a little scary. Hats off to everyone who took a little thing I made and then made a huge thing out of it.
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Re: Vore War V41D (updated 6/20/23)

Postby Flame_Valxsarion » Tue Jun 20, 2023 9:44 am

Ah, got it. Lemme fix that real quick... There we go.
Yeah it's kind of nuts how much this game exploded with content over the years. When I was counting up all the races it really kind of blew me away.
I actually feel really bad for Auri. The passion we all had for the game and wanting to add all this stuff put a lot of pressure on her to keep it going long after she wanted to be done with it...
Hey Auri, if you end up reading this thread, let me just say that I'm sorry for putting you through so much extra work. I think I speak for everybody when I say we never meant to do that to you. We were just so caught up in the momentum of the train that we never stopped to check on the conductor! Hope you're doing okay.
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Re: Vore War V41D (updated 6/20/23)

Postby zim6565 » Tue Jun 20, 2023 4:17 pm

How does one play 41D, I downloaded it and there is no launcher
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Re: Vore War V41D (updated 6/20/23)

Postby GramzonTheDragon » Tue Jun 20, 2023 5:36 pm

What do you mean player pred/prey? I've played for a good while and am not sure what that's referring to, it's been all third person.
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Re: Vore War V41D (updated 6/20/23)

Postby jeveasy » Tue Jun 20, 2023 5:47 pm

Something I asked Aurilika about a while back, and they said were interested in adding but never got around to, was a system for custom flavor text. What do you think about something like that?
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Re: Vore War V41D (updated 6/20/23)

Postby Flame_Valxsarion » Tue Jun 20, 2023 6:43 pm

GramzonTheDragon wrote:What do you mean player pred/prey? I've played for a good while and am not sure what that's referring to, it's been all third person.

Hmm, yeah I guess that is what that implies. I was referring to player controlled units
jeveasy wrote:Something I asked Aurilika about a while back, and they said were interested in adding but never got around to, was a system for custom flavor text. What do you think about something like that?

That sounds like a wonderful system, but it's a bit above my personal coding skills. That would be a good suggestion for @Cattitude in the discord.
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Re: Vore War V41D (updated 6/20/23)

Postby Panzershark » Thu Jun 22, 2023 5:25 pm

Does anyone know why the banner logos are all white now? It kinda removes a lot of the point behind the secondary colors since the village shields are so small. Would we be able to get a toggle?
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Re: Vore War V41D (updated 6/20/23)

Postby Flame_Valxsarion » Thu Jun 22, 2023 5:58 pm

Panzershark wrote:Does anyone know why the banner logos are all white now? It kinda removes a lot of the point behind the secondary colors since the village shields are so small. Would we be able to get a toggle?

Good catch! We're trying to figure out what went wrong now. Should hopefully be fixed by the next update or patch
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Re: Vore War V41D (updated 6/20/23)

Postby Dragonlord » Fri Jun 23, 2023 11:30 pm

I've not noticed any major problems thus far beyond balance with the two new monster races. The fact they appear to be near Mantis levels of broken is an issue as I've watched freshly spawned stacks of lions wipe out lvl 9-10 rated npc armies and come out stronger for it. playing as them even when hitting a capitol I don't need to attack just spam v. pounces and I usually win without losing a single unit. The goodras are annoyingly tough but their speed makes them something that can be handled. I would like the sprites for the lions get a minor bit of reworking as their CV animations never get satisfyingly large. I've not had any problems with the new lizard animations, beyond the fact their new breast seem to sit behind their bellies.

So far I'll say this seems to be a serviceable update and I'm glad to see one of my favorite vore games being updated again.

*Edit: I've also noticed that the new breast jiggle doesn't jiggle clothes so if the pred is dressed their jiggles are hidden.
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Re: Vore War V41D (updated 6/20/23)

Postby Flame_Valxsarion » Sun Jun 25, 2023 9:09 am

Dragonlord wrote:I've not noticed any major problems thus far beyond balance with the two new monster races. The fact they appear to be near Mantis levels of broken is an issue as I've watched freshly spawned stacks of lions wipe out lvl 9-10 rated npc armies and come out stronger for it. playing as them even when hitting a capitol I don't need to attack just spam v. pounces and I usually win without losing a single unit.

Lions are... a force to be reckoned with. Combine the new AI type which is on them by default with the pounces and their ability to spawn with Leaders... Yeowch. I'm not sure I can do anything about balancing them (Cat might bite my fingers off!), but I might be able to swing some larger bulges.

Dragonlord wrote:I've not had any problems with the new lizard animations, beyond the fact their new breast seem to sit behind their bellies.

Yeah I'm trying to narrow this down myself. Unfortunately it's not apparent right away and only seems to trigger after certain actions.

Dragonlord wrote:*Edit: I've also noticed that the new breast jiggle doesn't jiggle clothes so if the pred is dressed their jiggles are hidden.

An unfortunate side-effect from how the animation system was designed. I could just feed all the shirts into it to make them bounce, but a couple of them would look pretty goofy in that case. The effective solution would be to recut the sprites so that the breast area was their own frame and part, but that is a daunting amount of work for all 50+ BV capable races
Dragonlord wrote:So far I'll say this seems to be a serviceable update and I'm glad to see one of my favorite vore games being updated again.

Glad to hear it! :)
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Re: Vore War V41D (updated 6/20/23)

Postby Flame_Valxsarion » Sat Jul 01, 2023 3:21 pm

Recently updated the main post to have a Community Created Maps section. There's some cool stuff in there so check it out!
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Re: Vore War V41E (updated 7/2/23)

Postby Flame_Valxsarion » Sun Jul 02, 2023 9:37 pm

Version 41E has been released! See the changelog for all those juicy details.
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Re: Vore War V41E (updated 7/2/23)

Postby HisashiHinata » Sun Jul 02, 2023 11:44 pm

How do you open the game? I haven't played this in a long time. I think I remember using the file called test but trying to open it doesn't do anything. Is there a specific program I need to open it with?
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Re: Vore War V41E (updated 7/2/23)

Postby TheEvilWithin » Mon Jul 03, 2023 1:11 pm

How about adding a "campaign simulator"? Not so much as an actual full lore campaign, but more like campaigns in Totally Accurate Battle Simulator, aka mostly challenge pre-made maps with increased difficulty and maybe a little description on what the mission is about. Could also open the door for shareable fan-made campaigns.
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Re: Vore War V41E (updated 7/2/23)

Postby Flame_Valxsarion » Mon Jul 03, 2023 5:46 pm

HisashiHinata wrote:How do you open the game? I haven't played this in a long time. I think I remember using the file called test but trying to open it doesn't do anything. Is there a specific program I need to open it with?

Make sure you're downloading the "V41E.zip". From in there there should be an executable to run. The other downloads are for the source code, which you will need Unity 2018.3.12f1 to do anything with.
TheEvilWithin wrote:How about adding a "campaign simulator"? Not so much as an actual full lore campaign, but more like campaigns in Totally Accurate Battle Simulator, aka mostly challenge pre-made maps with increased difficulty and maybe a little description on what the mission is about. Could also open the door for shareable fan-made campaigns.

@Katar achieved something similar to that by heavily customising a save from a few turns in. I have them posted in the community maps section, "Tribal Rising" and "Alantria". If you have any you'd like to share, send them my way!
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Re: Vore War V41E (updated 7/2/23)

Postby GeisKhan » Wed Jul 05, 2023 10:01 pm

Flame_Valxsarion wrote:
HisashiHinata wrote:How do you open the game? I haven't played this in a long time. I think I remember using the file called test but trying to open it doesn't do anything. Is there a specific program I need to open it with?

Make sure you're downloading the "V41E.zip". From in there there should be an executable to run. The other downloads are for the source code, which you will need Unity 2018.3.12f1 to do anything with..

Just covering all the bases; browse to or open the download folder where your browser put the zip file, right-click and extract the zip (Windows will likely default to putting it in a V41E folder in the same folder as the downloaded zip file), open that folder, then click the VoreWar or VoreWar.exe file (not everyone has visible file extensions enabled). If I had a nickel for every time I explained to someone how to extract and run a vore game from a zip this month, I'd have two nickels. Which isn't a lot, but it's weird that it happened twice. Thrice if this happens to be the same issue. If not, my apologies.
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Re: Vore War V41E (updated 7/2/23)

Postby Memester1234 » Wed Jul 05, 2023 10:18 pm

I kind of wish there was a neatly packaged "experience" form of this game. The customization is great, but it's hard for me to figure out what settings to use to get a game that both features all the races and feels balanced and not clunky. Have you guys found a build that feels like the way the game is meant to be played?
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Re: Vore War V41E (updated 7/2/23)

Postby zacman300 » Sun Jul 09, 2023 12:06 am

you know what would make for an awesome cheat skill, being able to convert army leader's and add them to your ranks, as i can't find a single skill that does that and i want to add the custom leaders i made to my own side after i beat them, would probably call it "unending charisma" or something along those lines
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Re: Vore War V41E (updated 7/2/23)

Postby Manchura » Sun Jul 09, 2023 8:57 am

zacman300 wrote:you know what would make for an awesome cheat skill, being able to convert army leader's and add them to your ranks, as i can't find a single skill that does that and i want to add the custom leaders i made to my own side after i beat them, would probably call it "unending charisma" or something along those lines

as far as I know, that would break the game due to how leaders are coded
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