V42Version 42It'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 @CartographyA 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 MercenariesZoey: 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...V42V42AFormatting 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
V42BBugfixes* 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
V41E1. 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
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.
V41DThis 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
V41CI 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.
V41B1. 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.
V41AV41A 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
V40CTHERE IS NO V40C.V40B1. 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.
V40A1. 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.
V401. New Race: FeralLionsAnd 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.