Vore War V17E

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Vore War V17E

Postby Aurilika » Thu Jul 19, 2018 7:48 pm

A few months ago I stumbled across darkevilme's game Vore War. I enjoyed it but parts of the interface didn't work how I'd expect them to work. I found a link to the code and decided to port it as a personal project. Then I started finding some of the half implemented features, and it gave me ideas. I asked darkevilme if I could continue the game and post it on the forum, and he said yes. So, a few months later, after much real life and feature creep, I'm releasing my version of it. I thought about waiting until I've made every change I wanted, but I decided I'd rather get people's input to help shape it.

Strategic17E.jpg
Strategic View


Tactical17E.jpg
Tactical View


GameplayOptions.jpg
Some of the options




The basic premise of the game is that there are multiple players battling it out in a turn based battle game with a strategic layer and a tactical layer for battles. Vore plays a large role in the game.

Things I can add if enough people are interested
Spoiler: show
Increase the amount of changeable variables and increase mod friendliness. Some examples of basic variables are village max population, items in the shop, etc.
A hero system, where roughly every x number of births, a hero is born in a city, who has increased stats, and probably other special abilities, to give a smaller number of characters you can get more attached to.
Better UI graphics
Custom colors for characters


Current short to mid-term To-do list (updated November 13th)
Spoiler: show
Working on the race traits
Adding some special units to the Mercenary House, and perhaps different types of trainable units
Different unit types
A basic diplomacy system
Gold mines
Bandit Camps
Save starting options option
Revamp AI
Revamp army power calculation
AI should learn how to flee.


Feel free to make suggestions for gameplay features, options, changes, issue fixes, or things you want to be able to modify.

UI is designed for 16:9 resolution, but I'm leaving the option to pick resolution open so people can use what they like, it's just that other resolutions will have some extra blank space on the full screen UIs

Recent Changelog
Spoiler: show
17E:
Found a bunch of data on unreported exceptions and fixed a bunch of them. If you have saved games that don't load, send them in! I can both fix the bug for the future and recover your save. Notable among these is the tutorial not working under certain conditions that would be true for new players. There's about 8 of these fixes.

17D:
Upgraded the prey viewer info display so that it can tell the difference between multiples of the same name
Added the option to disable all sound while still keeping your volume sliders the same.
Fixed a bug where the AI would put monster level ups into dex instead of strength in some situations
Fixed rag layers
Adjusted the layer for tiger stripes so that they are behind balls
If you remove a race from the create strategic screen when in map play mode, it will remove all villages for that race when the map starts, instead of having no effect.
Loading older savegames from before a given main race existed should generate an empire for them properly and allow them to be placed in the map editor.
Fixed a bug where breastvored prey would absorb faster the more of them there were.
Gained the ability to toggle on and off the add-on races for the monsters, such as the young wyvern, or the dark swallowers
Fixed loaded customizations using the wrong gender in some cases.
Added a few status effects to the info panel... Right now it's only ones that are less intuitive to know (Frenzy, slimed, paralyzed)
Finally fixed the self breast feed tactical log message to make a little more sense.
Monsters can now attack villages, though they prefer to attack armies if there are any nearby. There's an option above where you choose which monsters spawn to choose what they do if they successful beat the village's defenders.
Added a game goes on forever type that can be used to have 1 side versus monsters.
Made improvements to the removing clothing on cock vore option to fix several cases, and also try to prevent it from removing clothes that aren't in the way.
Adjusted save slots so they have more information displayed in the preview.
Fixed Selicia's head being in the wrong position during unbirth
Fixed a bug where if you loaded a quicksave right as battle ended you could end up with weird behavior.
Added the option for continous digestion noises when you're close to digesting prey. The volume is based on the camera distance from the prey and is basically quiet if you're more than a certain distance away. There's also a slider to fine tune it to how you want it. If how you want it is outside of the slider's capabilities, let me know.
Race descriptions added for all of the races. They show up in the tooltip for the race's name for now (like in the create strategic, or the top of the unit info card)
Wyvern now have a few extra colors
A variety of minor interface tweaks.

17C (quick hotfix in 17B):
Fixed the simple forests option
Fixed a bug where the level ups displayed incorrect labels

17B:
It now displays the current base stat and the new base stat on level up buttons for quick reference.
Gender is now changed through a dropdown rather than the old unintuitive + to change to the next gender.
Fixed wyvern causing an exception if they were in the saved customizations.
Fixed another bug where the harpies (or anything with flight) could occasionally stack on the same tile. Hopefully that was the last one.
Fixed bugs involving changing units during movement or being able to give orders to AI units.
Cow fluff is now disabled when the fluff is disabled.
Fixed it so that dismissed special mercenaries always return to the mercenary house. (There were some situations where they would stay with your empire when dismissed)
Added option to disable the white trunked trees that can be distracting (simple forests)
Fixed bug where mercenaries would start with equipment and not receive the bonuses from that equipment.
Fixed bug where accessories that were transferred from the army inventory would not raise your stats, but would still remove them when removed.
Selicia's visual size has been adjusted to the intended level (it's 50% bigger)
Fixed monsters not immediately spending their levels on spawn.
Split the follow/pip cameras into two separate ones, one for tactical, and one for strategic.
Fix for friendly regurgitation not working correctly (a misplaced line of code was skipping it entirely )
Fixed crypter balls from existing
Fixed the non-furry Taurus's arm missing in the polearm sprite.
Fixed brown not being selectable in the edit empire screen, which would cause the Taurus empire to become yellow instead of brown if you saved and exited from that screen.
Fixed some units having 4 balls.
Fixed a bug where if you viewed the shop for a race besides kangaroos and then viewed kangaroo's shop, it would throw an exception.
Wyvern can now ub/cv.

17A:
Added an option to use the simple identical village field graphics.
Fixed another error with legacy tactical AI sometimes getting trapped in an infinite loop.
Fixed the army MP slider's text disappearing at certain aspect ratios, and added a tooltip for it as well.
Fixed the boosted odds calculation being incorrect.
Fixed the return to strategic button on the recruit screen being hidden if playing at anything outside of 16:9

17:
New Races / Race Changes:

Added taurus (cows/bulls) as a main race.
Added feral wolves as monsters.
Added Alligator race (a mercenary only race at the moment)
Shark armies now have dark swallowers (a new monster race) mixed in.
Sharks now have additional belly sizes
Crypters have the resilient trait for damage reduction
Kangaroos have the resourceful trait - an additional item slot
Several of the monster races have additional traits added
Added a new unique mercenary button, where unique mercenaries can be hired from mercenary camps. Only 1 of a given unique mercenary can exist in the world at once, though. Currently there is only 1 type of unique mercenary.
Slimes now have the softbody trait, which doubles acid damage they take --- this is not actually a new property, it was previously included in the gelatinous Body trait, but it was not visible on the trait tooltip (having 3 effects on a trait was probably pushing it, and that's probably why I forgot to label it properly)

New Features / Miscellaneous Changes:

Can now click on the names of consumed units in the unit info panel to show you the panel for that unit, in case you're confused about which unit is in whose belly.
Combined with that, it now shows a small picture of the unit it's currently displaying info for. It may only be of minor use unless you're looking at the stats of a consumed unit, but I think it's a nice touch. If you dislike this, let me know and I'll make it optional.
Added a slider to adjust the amount of MP armies have. It's in the content menu so that it can be adjusted mid-game if needed.
Added an option to show some extra vore information in tactical mode.
Can now control the teams for monsters, so you can make them all allied together, not allied, or even allied with a player as you wish.
Added an option to cut the miss rate in half for physical attacks, which was suggested as an 'anti-xcom' feature.
Have the option to make the camera follow moving/attacking units in tactical and strategic, Either with the main camera, or a side camera that pops up whenever there is action.
Can now customize how long different actions take for the AI in tactical battles.
Army inventory added, you can move items between units, or have them in the army inventory, which follows the army around. Items will be lost if the army perishes though. A slightly useful feature, but it opens up the possibilities of special drops or perhaps collecting equipment from enemies at some future point.
Added option for the level up panel to stay open if you have multiple level ups available to make spending multiple levels easier.
Slowed down the absorption phase by 50% - digestion is unchanged (I kind of wanted to make it a slider, but that greatly affects healing rate as well, so I opted to just make it slower by default for now)
Surrendered units no longer receive or contribute to pack bonuses.
Mercenaries of stronger monster types cost more, and weaker monsters cost less.
Clothes/bones/scat are now generated in about a half tile range in each direction rather than always being centered in a tile.
CockVore hides clothing option should now ignore clothing that doesn't cover the cock
Adjusted incorrect squished breast sprites for lizards
Monsters now pull from their own pool of names, some races have specific names they use some of, others simply pull from the new monsters.txt which is in the same place as the females.txt and males.txt (as a reminder, the one in the userdata folder is the one that should be modified, and it only exists after the game is run once)
Added option to discourage the AI from using oral vore (makes them prefer other vore types)
Continued to optimize the tactical auto-calculation speed.
Added a Victory type line to the tactical stats, ranging from flawless to marginal, with costly or pyrrhic if the victor has traded particularly poorly. The worst possible victory would be a 'Pyrrhic Marginal Victory' which would be if less than 20% of your army's value survived, and you took 4 times higher losses than the enemy
Added updated furry genital sprites to support cockvore and additional sizes
Some tiles (grass, forest, water, fields, desert and hills) have a few different variations that are visible now.

Bug Fixes:

Fixed bug where the bulk buy command would buy equipment for units that can't normally buy equipment (like monsters)
Fixed males being able to UB if the Herms UB option was checked.
Fixed the save preview displaying battle races incorrectly in some cases.
Fixed a bug that was caused vagrant armies to be considered weaker than they were. Also adjusted estimated strengths (army power) for monsters.


January 20th - V17E Released -- As usual, savegames should still be compatible.

Win 32 - https://www.mediafire.com/file/2qo80q6d ... 2.zip/file
Win 64 - https://www.mediafire.com/file/eu4hk1xo ... 4.zip/file
Mac - https://www.mediafire.com/file/ia95qe1u ... c.zip/file
Linux 64 - https://www.mediafire.com/file/tlayu5xv ... 4.zip/file

For those that want to peek at the source code / unity project you can check it out here : https://www.mediafire.com/file/9aobu0xb ... E.zip/file . (Updated to 17E) It's not the greatest quality code, but it's not terrible either. You can also view all of the graphics in there as well.

If you want to donate to show your support and support development then go to https://digitaltipjar.com/Aurilika
Last edited by Aurilika on Sun Jan 20, 2019 11:28 pm, edited 107 times in total.
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Re: Vore War V08

Postby GreenSlime » Thu Jul 19, 2018 10:49 pm

Ooh, this is interesting. Changes sound really cool and male chars/male vore are really rare. Definitely will be following this.

I actually did some light spriting (armor pictures) for original vore war, but, sadly, I never got to releasing it and it got lost together with my old hard drive. I could try drawing something again.

Armors were combined with weapons due to old game's limitations, though, so, i guess, adding separate armor slot will be the first suggestion.
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Re: Vore War V08

Postby Rayen » Thu Jul 19, 2018 11:33 pm

I wish I wasn't so busy with my other work or I'd love to do more spritework on this again. I remember playing with them and making those character sprites. (Though I'm not really proud of the doggirl tails now that I look back at them. :V)

Anyway, glad to see someone working on this again. I wish ya all the luck with any additional features ya plan to add. :V
Disclaimer: I am a lazy bastard.
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Re: Vore War V08

Postby RediQ » Fri Jul 20, 2018 1:02 am

Woah, I'd never heard of the original Vore War, but I'm glad you're doing this.

A tactics rpg with a vore-driven combat system is something I'd thought about making for a long time before actually starting my own (very different) game, so I'm excited to see this and looking forward to watching how it develops... Would help with art if I could, but, well, that's the part I'd also be lacking if I'd tried to make something similar.
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Re: Vore War V08

Postby Anesthetic » Fri Jul 20, 2018 3:11 am

Hey cool. I always loved this game. Awesome to see someone actually pick up a mantle and run with it. Most of the time someone says they are going to do this and all we ever get is Ambitions, and planned features. You actually succeded.
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Re: Vore War V08

Postby Zomulgustar » Fri Jul 20, 2018 3:22 am

Interested, but I keep getting an "Unable to connect to mediafire" message.
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Re: Vore War V08

Postby RediQ » Fri Jul 20, 2018 5:26 am

I dunno if this is a bug (feels like one?), but whenever I level up a soldier, the game becomes impossible to interact with after I choose which stat to upgrade. Just in case it matters, both attempts I tried putting the level into Speed.

The screen stays dimmed like it is while you select which stat, but the stat-selection box vanishes so I'm just stuck softlocked on a dimmed screen with no apparent way to back out or select anything else.


Edit: Also, this one I'm less sure if it's a bug, but on the strategy map I'd see enemy towns labeled as "garrison: none" and then have to fight a battle against 16 enemies anyway when I tried attacking. Is that just an intentional advantage given to the ai to have automatically full garrisons versus the player, or is it not intended?
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Re: Vore War V08

Postby darkevilme » Fri Jul 20, 2018 5:39 am

I just want to say openly for the record. I have given full permission to Aurilika to continue vore war in this fashion and I am happy to see him taking up the torch of my old project.

Congratulations on your first release Aurilika. I'll give the game a try sometime soon.
edit:
Gave it a try
it seems level up selections don't work properly. It doesn't undim after you've made your choice.
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Re: Vore War V08

Postby nnnddt » Fri Jul 20, 2018 1:00 pm

Don't know if it's me who didn't see it, but i don't see where i can go for equip a specific item to a specific girl.
And same than others before, lvl up a girl don't allow me to play further, what is problematic when your ennemies have an army with plenty of leveled up girls.
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Re: Vore War V08

Postby Aurilika » Fri Jul 20, 2018 6:38 pm

RediQ wrote:I dunno if this is a bug (feels like one?), but whenever I level up a soldier, the game becomes impossible to interact with after I choose which stat to upgrade. Just in case it matters, both attempts I tried putting the level into Speed.

The screen stays dimmed like it is while you select which stat, but the stat-selection box vanishes so I'm just stuck softlocked on a dimmed screen with no apparent way to back out or select anything else.


Edit: Also, this one I'm less sure if it's a bug, but on the strategy map I'd see enemy towns labeled as "garrison: none" and then have to fight a battle against 16 enemies anyway when I tried attacking. Is that just an intentional advantage given to the ai to have automatically full garrisons versus the player, or is it not intended?


Okay, I've released a fixed version that fixed the level up bug. The good news is that the saves should be compatible (note that they are just saved in the directory). Hopefully the autosave feature prevented people from losing to much to what was effectively a freeze. The dimmed screen was a relatively recent addition to make the level up menu more clear, but I apparently forgot to add one line of code in the right place, everywhere else the dimming turned off fine. :oops:

That garrison thing is a bug and definitely not intended, I'll look into it. Edit: I can't seem to replicate that bug. If it happens again, try to get a save for it. I think what might be happening is that the AI (assuming you're playing against the Full strength) will wait until there's an army within attacking distance of a town before raising a garrison, so maybe you're seeing no garrison the turn before and then not noticing that it changes? A garrison of 16 should be listed as 'huge' under my system for making enemy numbers vague inspired by Heroes of Might and Magic.


nnnddt wrote:Don't know if it's me who didn't see it, but i don't see where i can go for equip a specific item to a specific girl...


The way the shop screen currently works is that you enter into the shop screen for a particular girl, and can sell her items or buy items for her.
Last edited by Aurilika on Fri Jul 20, 2018 7:44 pm, edited 1 time in total.
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Re: Vore War V08

Postby Aurilika » Fri Jul 20, 2018 7:08 pm

GreenSlime wrote:Armors were combined with weapons due to old game's limitations, though, so, i guess, adding separate armor slot will be the first suggestion.


This is relatively easy to add, the question I ended up on is do you make separate versions of the army for different size bellies or do you just have them take off the armor when they eat someone? I couldn't find a great answer to that. I'm not afraid to add more layers, as I was going to try to add a separate layer for eyes, but the ones I tried to draw looked worse than the current set (which are actually part of the hair) that are still in the lower resolution.

Rayen wrote:I wish I wasn't so busy with my other work or I'd love to do more spritework on this again. I remember playing with them and making those character sprites. (Though I'm not really proud of the doggirl tails now that I look back at them. :V)

Anyway, glad to see someone working on this again. I wish ya all the luck with any additional features ya plan to add. :V


Well, I was the one that edited them to a higher resolution, so I'll repeat as I said in the credits (that are in the help menu). If it looks good, it's probably because of you, if it looks bad, it's probably because of me :D
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Re: Vore War V08

Postby RediQ » Fri Jul 20, 2018 9:29 pm

Aurilika wrote:That garrison thing is a bug and definitely not intended, I'll look into it. Edit: I can't seem to replicate that bug. If it happens again, try to get a save for it. I think what might be happening is that the AI (assuming you're playing against the Full strength) will wait until there's an army within attacking distance of a town before raising a garrison, so maybe you're seeing no garrison the turn before and then not noticing that it changes? A garrison of 16 should be listed as 'huge' under my system for making enemy numbers vague inspired by Heroes of Might and Magic.


This... might be what happens.

I'm sure it's because I'm bad at the money management aspect somehow, but I didn't consider that it was possible to just have the cash on hand to be able to suddenly do that while also having one or more well-equipped huge armies roaming the map.
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Re: Vore War V08A

Postby Absentia » Fri Jul 20, 2018 11:59 pm

Glad you decided to continue this, when he said he had no plans on continuing this before, did feel like a little bit of a waste, it had a solid foundation and plenty of potential, look forward to seeing you develop this more.
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Re: Vore War V08A

Postby Slayerhero90 » Sat Jul 21, 2018 8:50 am

oooOOOOooooooh. checked out vore war a while back and wasn't happy with it; maybe this'll suit my tastes better. gonna be watching this develop
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Re: Vore War V08A

Postby Lonewolf » Sat Jul 21, 2018 10:55 am

I played the old version of vore war, and I have to say this is a huge improvement on the game. Great job!

If you are open to suggestions. I have a few quality of life changes:
* A -levelup available- indicator of some kind would be a nice on the army info screen
* A -buy expensive all- button to give the stronger version of weapons to your army
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Re: Vore War V08A

Postby GreenSlime » Sat Jul 21, 2018 3:21 pm

Could you post or send me a spritesheet? I think I lost the old one and Unity is harder to interact with in this regard, i'll try doing something with armor/weapons/models themselves.

Another thing is skin tones. The ones in old Vore war were somewhat... yellow-y. Thee are many hex codes for more natural skin over the internet.

these ones are good:

https://i.pinimg.com/236x/5d/7b/ac/5d7b ... design.jpg
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Re: Vore War V08A

Postby Aurilika » Sat Jul 21, 2018 5:18 pm

Lonewolf wrote:I played the old version of vore war, and I have to say this is a huge improvement on the game. Great job!

If you are open to suggestions. I have a few quality of life changes:
* A -levelup available- indicator of some kind would be a nice on the army info screen
* A -buy expensive all- button to give the stronger version of weapons to your army


Thank you, and I'll definitely implement both of these changes.


GreenSlime wrote:Could you post or send me a spritesheet? I think I lost the old one and Unity is harder to interact with in this regard, i'll try doing something with armor/weapons/models themselves.

Another thing is skin tones. The ones in old Vore war were somewhat... yellow-y. Thee are many hex codes for more natural skin over the internet.

these ones are good:

https://i.pinimg.com/236x/5d/7b/ac/5d7b ... design.jpg


I'll play around with the skintones to find what works well. Here's the current spritesheet for you, and in case anyone else wants to poke around with it.
sprites.png
Character Sprites
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Re: Vore War V08A

Postby Jade86 » Sat Jul 21, 2018 9:07 pm

are you going to implement other vore actions like anal or unbirth or cock vore ?
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Re: Vore War V08A

Postby Jadex » Sat Jul 21, 2018 9:17 pm

heya the only thing I kinda wanted in the original game was a mode to run either ai vs ai or player vs player so it would be real neat if you could get that to work

• Neato apparently you already got that setup
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Re: Vore War V08A

Postby Aurilika » Sat Jul 21, 2018 10:43 pm

Jade86 wrote:are you going to implement other vore actions like anal or unbirth or cock vore ?


I do have something in mind for unbirth, but as for the others, as it stands now I don't know how I'd differentiate them other than just being a simple text change.

Jadex wrote:heya the only thing I kinda wanted in the original game was a mode to run either ai vs ai or player vs player so it would be real neat if you could get that to work


That's already in the game. You can play with 4 human players, or you can play with 0 human players, or anything in between. (The options menu also lets you adjust how fast the AI moves so that you can keep up). I did that pretty early on because it helps with testing features.
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