Vore War V39

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Re: Vore War V18B

Postby Ryan-Drakel » Sun Feb 10, 2019 5:32 pm

random idea....

What if there are "tribes" of folks who see it as a "blessing" to be consumed by another. Could be an objective to 'devour the most' like a competition or even gain buffs from devouring the tribe? Like enhanced strength, more hps, etc?

First army to arrive gets to claim as many prey as possible before the enemy army arrives.
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Re: Vore War V18B

Postby chance10 » Sun Feb 10, 2019 5:53 pm

Turbotowns wrote:
chance10 wrote:
ConnTheElite wrote:Just thought I'd throw in my two cents. I've been lurking here. Loving how this game is steadily getting better and better. And I've filled out the survey.

Really like the idea of a class system. My preferred way would for it to be something like this:

Unit starts off with no class (except maybe the leaders?), but can pick a class at level 5 (or is given one depending on their stats.)

Level 5:
Fighter - Melee
Archer - Range
Mage - Magic
Glutton - Vore

Then "promotes" to a more specialist class at 10/15

Fighter -> Warrior (heavy melee) / Rouge (light melee)
Archer -> Ranger (heavy range) / Skirmisher (light range)
Mage -> Sage/Sorcerer (magic isn't a thing yet, but maybe they could specialize in different types of magic?)
Glutton -> Devourer (voracity) / Ravenous Glutton (stomach)

And just to be safe, have some sort of "generalist" class that has balanced stats.

As for other stuff I'd like to see (don't feel pressured):
-Centaur Race. Just one of my favorite mythological creatures. Maybe they could specialize in movement and stomach size?
-Anal Vore. Even if it just changes the messages and sounds, that's good enough for me.
-Higher tier weapons/equipment. Something so a player with an economic advantage can really put their money to good use or just so a player can decide if they want a small group of strong units or a horde of weak units.


Keep up the good work! I've only been keeping up with this project for a few months and have already seen lots of big improvements! :D

I love the sound of this class.


Which one?

Rouge is my favorite of the classes but I in that post I meant class system
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Re: Vore War V18B

Postby Aurilika » Mon Feb 11, 2019 12:41 am

ConnTheElite wrote:Just thought I'd throw in my two cents. I've been lurking here. Loving how this game is steadily getting better and better. And I've filled out the survey.

Really like the idea of a class system. My preferred way would for it to be something like this:

Unit starts off with no class (except maybe the leaders?), but can pick a class at level 5 (or is given one depending on their stats.)

Level 5:
Fighter - Melee
Archer - Range
Mage - Magic
Glutton - Vore

Then "promotes" to a more specialist class at 10/15

Fighter -> Warrior (heavy melee) / Rouge (light melee)
Archer -> Ranger (heavy range) / Skirmisher (light range)
Mage -> Sage/Sorcerer (magic isn't a thing yet, but maybe they could specialize in different types of magic?)
Glutton -> Devourer (voracity) / Ravenous Glutton (stomach)

And just to be safe, have some sort of "generalist" class that has balanced stats.

As for other stuff I'd like to see (don't feel pressured):
-Centaur Race. Just one of my favorite mythological creatures. Maybe they could specialize in movement and stomach size?
-Anal Vore. Even if it just changes the messages and sounds, that's good enough for me.
-Higher tier weapons/equipment. Something so a player with an economic advantage can really put their money to good use or just so a player can decide if they want a small group of strong units or a horde of weak units.


Keep up the good work! I've only been keeping up with this project for a few months and have already seen lots of big improvements! :D


Thank you!

I've taken some notes on your systems, there will definitely be a decent amount of discussion around classes before going in, because there's a lot of semi-competing systems and they would have a significant effect on gameplay, and while I'll still include to the option to disable them, I probably would not be implementing more than one competing system.

There is anal vore coming in the next patch. It doesn't have any sounds specific to it yet, but has its own message (hopefully more by patch time), and there's a couple of races that have a unique sprite for it.

I also plan to get some more things to spend money on to help troops besides just training, maybe not in this patch, but soon.

Katar wrote:Hey, digging what I'm seeing from the discussions here. But I've got a question. How difficult would it be to add things like lineages / a relationship chart on a scale of 1-10?
Also, just wanted to share a map thing I made recently. Fairly simple but I saw people talking about bridges and I used them in some strange ways here that I thought was neat so I thought I'd share.
Basic idea that there are a few "civilized" races vying for supremacy while the savage races squabble for meager resources.
https://www.mediafire.com/file/q7x8wngz ... s.map/file


Well, like anything it's certainly possible. Every individual population would need to be tracked (right now population only "exist" as units if they're in the named recruitable list), would need to make a way to show a tree type diagram. I think it would also draw more attention to breeding in single gender villages, or the rapid population growth (which you can currently potentially hand wave as units coming in from somewhere else). So I'd call it maybe a 6 or 7? Moderately difficult, but with the main effect just being cosmetic (unless there were traits / stats involved, in which case it turns into mad unpredictable science), I probably wouldn't be in a rush to get it in soon (though I may eventually do that).

Also, the map is interesting, I like the varying biomes, and the way you used bridges as both bridges and as quasi-walls.

CVYouTube wrote:I freaking LOVE THIS GAME!! Even with its glitches and mechanics being slightly difficult for me to understand, I LOVE IT!! Keep it up, please! It’s wonderful!!

Thank you, I'm continuing to work on eliminating as many glitches as I can.

Fluffofcat wrote:just wondering when around will v19 be release? coz im clearly too obsessed as im cheaking this form very frequently.

Probably sometime this week. It sort of depends on how progress goes, but possibly Thursday or Saturday. I've got a good number of fixes and moderate features, but I would want to drop a patch before trying to take on one of the more major components (like classes).

Ryan-Drakel wrote:random idea....
What if there are "tribes" of folks who see it as a "blessing" to be consumed by another. Could be an objective to 'devour the most' like a competition or even gain buffs from devouring the tribe? Like enhanced strength, more hps, etc?
First army to arrive gets to claim as many prey as possible before the enemy army arrives.

Well, if they spawn at the start of the game, then it's essentially set who gets first grab at them based on turn order and location, but it might be interesting to have things like that show up randomly, rarely, so that it's more about who wants to commit to it rather than exclusively luck.
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Re: Vore War V18B

Postby Fluffofcat » Mon Feb 11, 2019 6:33 am

bug or unintended feature? but if auto surrender is on, then the cakes furry trait wont proc when you 'kill' and enemy, nor if they kill by digestion. so auto-surrender nurfs cakes. and i make the wild cake spawn as 1, withj 300% scaling to make it liek a mini boss.
also, if you pounce as a full cat to vore a target, if youre incapable of swollowing the target it will just move the cat next to the target for free.
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Re: Vore War V18B

Postby KishuRai » Mon Feb 11, 2019 12:44 pm

Yet another smol race bug report (sorry!), but goblins who have penises seem to have them on their chests, like the previous issue.
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Re: Vore War V18B

Postby Katar » Mon Feb 11, 2019 6:36 pm

Couple of bug reports that I noticed:

Taurans breast at the biggest size go under the belly with all but one clothing option [The cowboy one is fine] leaving a strange belly overlay.

The tigress body armor clothing doesn't work at all.
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Re: Vore War V18B

Postby Aurilika » Tue Feb 12, 2019 12:29 am

Fluffofcat wrote:bug or unintended feature? but if auto surrender is on, then the cakes furry trait wont proc when you 'kill' and enemy, nor if they kill by digestion. so auto-surrender nurfs cakes. and i make the wild cake spawn as 1, withj 300% scaling to make it liek a mini boss.
also, if you pounce as a full cat to vore a target, if youre incapable of swollowing the target it will just move the cat next to the target for free.


Okay, got the cat pounce bug fixed. The kill counter was actually being incremented at the end of the absorption phase, so I moved it to the end of the digestion phase where it makes more sense. As for auto-surrender I'm not sure, I can really see it going both ways. I'm leaning towards making it count as a kill, but then I'll need to make sure that they aren't counted as a second kill if eaten.

KishuRai wrote:Yet another smol race bug report (sorry!), but goblins who have penises seem to have them on their chests, like the previous issue.

All right, got that fixed for the next patch.

Katar wrote:Couple of bug reports that I noticed:
Taurans breast at the biggest size go under the belly with all but one clothing option [The cowboy one is fine] leaving a strange belly overlay.
The tigress body armor clothing doesn't work at all.

Okay, fixed several of the outfits for the Taurus. They should all behave reasonably now. As for the tiger outfit, it seems to work fine to me, so I'm not sure what you mean by not working? It counts as a main outfit.

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Re: Vore War V18B

Postby Katar » Tue Feb 12, 2019 1:37 am

check with the larger breast sizes with a belly
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Re: Vore War V18B

Postby Turbotowns » Tue Feb 12, 2019 6:02 am

Aurilika wrote:
tiger.png


Ooo, VERY orient, I like!
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Re: Vore War V18B

Postby CartoonVore » Tue Feb 12, 2019 2:31 pm

A few ideas:

1. When capturing a town, give options of what you want to do to the population. This is directly stealing an idea from Rome: Total War, but when you capture a town, you could choose to either...

Move in peacefully, and nothing special happens,

Enslave your choice of a number of villagers, where they would be sent to other towns you own to boost their income, and the slave population would dwindle over time or can serve as snacks for an army there,

Or you can choose to devour a number (or all) of the population to make room for your own race as well as healing the army and boosting their exp.

And if you enslave/devour some of them, you loot any money those people had, and that adds a bit to your money pool. Also, maybe a hybrid choice like eat half of them and enslave the rest.

I think it’d give extra spice to capturing a town.

Also make sure a message is posted stating the fate of the inhabitants so that the player knows exactly what happened.

Also, another idea stealing from Rome: Total War 2, maybe give leaders abilities they can use in battle in place of them attacking, like boosting certain soldiers’ attributes for a turn, or de-moralizing enemies for a turn. Just a thought. :)

I freaking love this game. I hope it continues!
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Re: Vore War V18B

Postby Turbotowns » Tue Feb 12, 2019 9:15 pm

CVYouTube wrote:Or you can choose to devour a number (or all) of the population to make room for your own race as well as healing the army and boosting their exp.


...I just had a thought... mixed villages. And I don't just mean units of other races being a part of the recruit menu.
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Re: Vore War V18B

Postby Aurilika » Tue Feb 12, 2019 10:13 pm

Katar wrote:check with the larger breast sizes with a belly

I'll get that addressed.
CVYouTube wrote:A few ideas:

1. When capturing a town, give options of what you want to do to the population. This is directly stealing an idea from Rome: Total War, but when you capture a town, you could choose to either...

Move in peacefully, and nothing special happens,

Enslave your choice of a number of villagers, where they would be sent to other towns you own to boost their income, and the slave population would dwindle over time or can serve as snacks for an army there,

Or you can choose to devour a number (or all) of the population to make room for your own race as well as healing the army and boosting their exp.

And if you enslave/devour some of them, you loot any money those people had, and that adds a bit to your money pool. Also, maybe a hybrid choice like eat half of them and enslave the rest.

I think it’d give extra spice to capturing a town.

Also make sure a message is posted stating the fate of the inhabitants so that the player knows exactly what happened.

Also, another idea stealing from Rome: Total War 2, maybe give leaders abilities they can use in battle in place of them attacking, like boosting certain soldiers’ attributes for a turn, or de-moralizing enemies for a turn. Just a thought. :)

I freaking love this game. I hope it continues!

Well, "Or you can choose to devour a number (or all) of the population to make room for your own race as well as healing the army and boosting their exp." Can already be done by just devouring all of the population the next turn (It takes a turn instead of instant, but that's probably fair). Eventually the option for devouring the entire village would probably tie into the diplomacy system (Fear). Exporting slaves could be interesting, I'll look at that as a potential option. I'm definitely going to be considering giving leaders more active roles, both on and off the battlefield, some of that may shake out during the class phase (People have suggested having two classes as options for the leader)

Turbotowns wrote:...I just had a thought... mixed villages. And I don't just mean units of other races being a part of the recruit menu.

I've thought about this, tracking the population by race and breeding based on randomness wouldn't be too hard. The tricky party to me is when recruiting, I guess you would be asked for every soldier you recruit what race you wanted them to be. Probably the same for the garrison unless that part is just random. Also, for devouring, it seems the best way would be to specify how many you wanted to devour from each race. I'm not sure if there's a better way to do that so it's less of an interference (or if people wouldn't mind that much of an interference).
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Re: Vore War V18B

Postby Turbotowns » Wed Feb 13, 2019 8:58 am

Katar wrote:Hey, digging what I'm seeing from the discussions here. But I've got a question. How difficult would it be to add things like lineages / a relationship chart on a scale of 1-10?

Also, just wanted to share a map thing I made recently. Fairly simple but I saw people talking about bridges and I used them in some strange ways here that I thought was neat so I thought I'd share.

Basic idea that there are a few "civilized" races vying for supremacy while the savage races squabble for meager resources.

https://www.mediafire.com/file/q7x8wngz ... s.map/file


Love the map!
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Re: Vore War V18B

Postby GreenSlime » Thu Feb 14, 2019 12:53 am

Oh hey I remembered I didnt post stuff here for a long time

Not sure if this one will be finished at the time of V19, but here's one of the two outfits exclusive to succubi.
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Re: Vore War V18B

Postby Turbotowns » Thu Feb 14, 2019 2:18 am

GreenSlime wrote:Oh hey I remembered I didnt post stuff here for a long time

Not sure if this one will be finished at the time of V19, but here's one of the two outfits exclusive to succubi.


TAIL vore! I hope it'll eventually lead to the stomach(or at least they'll be able to oral vore)!
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Re: Vore War V18B

Postby ConnTheElite » Thu Feb 14, 2019 5:56 pm

GreenSlime wrote:Oh hey I remembered I didnt post stuff here for a long time

Not sure if this one will be finished at the time of V19, but here's one of the two outfits exclusive to succubi.



Oooh. Succubus Tail vore. Another favorite of mine.
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Re: Vore War V18B

Postby Aurilika » Fri Feb 15, 2019 12:40 am

Turbotowns wrote:TAIL vore! I hope it'll eventually lead to the stomach(or at least they'll be able to oral vore)!

Yeah, tail vore works its way to the stomach within a few turns (though it still digests when in the tail).

So, Version 19 released. I did a playtest for a couple hours and caught a few bugs, but I'm not going to pretend that there's not going to be bugs. Let me know, and I'll fix as many as I can tomorrow night.

So, this Version was to get some of the AI stuff out of the way, though it sort of hit a lot of areas. The poll is closed for now, I'll use the information in it to make some decisions on classes, though I may also throw up another poll with more specific class questions, but we'll see. Also of note, the voted priorities are combat related things first, strategic related things 2nd, then AI, then map editor features. So, V20 has the tentative goal of tackling several of the combat related things (classes, magic, and grapple), and V21 fills in some of the strategic things, with Diplomacy, Village happiness, random events and perhaps village settlement. Features may slide and things may change, but that's my plan as of now.

19:
Graphics / Races:
A new mercenary race has been added, the Puca
Added the Harvester Monster race (sort of insectoid worms)
Added Succubus, a new mercenary. She has a unique summon weapon, and can fly and has a trait that causes enemies to sometimes not summon up the will to attack her.
Added Equines, a new main race. Their graphics are slightly rough at the moment, but that may change in the future. I was a little lazy on their traits, but they may get revamped as part of the next patch.
Bellies now quickly cycle to their new size, instead of instantly snapping
Toga clothing added for Lamia (their garrison default)
Most races have different looking village walls now.
New Banners for all of the main races (Can also be customized to use other designs). Banners and colors in general are switched to a 2 color design (As 16 single colors was pushing the limit of what can be discerned)
Imps basic ranged weapon is now a flaming torch
Lamias have a second stomach trait that allows them to push prey into their tail to make it harder for them to escape. The visuals will depend on whether you have the lamia tail second stomach toggle on or off, either looking like normal vore, or puffing the tail up.

Gameplay / Misc:
The Inn building now allows mercenaries and adventurers to show up for hire. Mercenaries use the normal mercenary spawning rules. Adventurers will mostly be the same race as the village, but can be any active empire or any non-monster enabled as merc.
Can now save settings for empires and the settings in the create strategic screen to three different slots.
Added an option to override Gender and furriness for specific races (in the options menu you can right the button in the bottom right that creates a "overrides.txt" in your UserData directory. It will then automatically load that file the next time the game starts. The race name and usable flags fields are there for convienience, so you should only modify the 2 overrides and 3 sliders. (they are on a scale from 0 to 1). It's likely I'll have a better system for this in the future, but this is a solution that kept me from completely bogging down on this.
Can now rename towns by clicking on the town's name
Monsters can have their turn orders set the same way as players (so they can act before, after, or in the middle of player turns as you wish)
Added goblin caravans. They will randomly move between different villages. They don't have anything you can buy directly at this point, but any village within 3 tiles of one at the end of the goblin's turn gets 10 free gold (earned through trading). Alternatively, you can attack the caravan itself for a decent chunk of gold. Goblins will avoid the villages of races that attack them.
Adjusted the way summoned imps spawn, the chances, and the starting locations.
AI will now try to have more gold saved (potentially resulting in more buildings) after it has more than 3 armies
AI empires can now hire mercenaries in certain circumstances (requires them being close to a merc camp and having lots of gold when they are in resupply mode (or using the new inn feature))
AI empires now take named recruitables into consideration when choosing a village to recruit from
AI empires will now flee when they feel they are severely outnumbered (Though legacy tactical AI does not know how to flee)
Can now view allied armies/villages and the empire status screen between turns (it uses the information of the last player controlled empire)
Some changes to Annoynimouses's crazy buildings mod
Added Anal Vore
Added Tail Vore (currently only usable by the Lamia And Succubus)

Bug Fixes:
Irrigated farms upgrade now functions correctly (before it cost and counted as a manor)
Monsters no longer claim gold mines for themselves if they happen to walk through them (though they will clear out the previous owner)
Switched the enemies killed this battle counter for frenzy / the digestion counter to be correctly applied at the end of digestion, rather than at the end of absorption
Fixed goblin dick not being located in the right place.
Fixed a bug where you could pounce at targets without enough space to eat them, resulting in a free movement.
Fixed up the player pathfinder a little. Now only cancels orders if a unit or village it's not attacking is directly in its way, instead of if any enemy army is within one turn's travel. Now properly avoids enemy villages if they are not the direct target you're trying to attack.
Unit previews (like the one in the upper left in tactical mode) now show bellies properly.
Fixed a rare softlock related to cats trying to pounce on flying units that were surrounded
Put in some logic to find a certain rare broken tactical state (an invisible unit still considered alive) and fix it.
Fixed that the capital was getting certain bonuses applied twice.
Fixed that the tactical move overlay had vanished
Fixed another fog of war related bug
Other miscellaneous fixes.
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Re: Vore War V19

Postby Turbotowns » Fri Feb 15, 2019 1:52 am

Booyah! This is get'n REAL good!


Erm... where did the text files that are usually bundled with the Win64 folder go?
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Re: Vore War V19

Postby Deioth » Fri Feb 15, 2019 2:19 am

Added Equines, a new main race. Their graphics are slightly rough at the moment, but that may change in the future. I was a little lazy on their traits, but they may get revamped as part of the next patch.

Not to disparage whomever was responsible for them, but they're definitely rough. Their muzzles look too narrow given their head width and their cocks are so long and thin. Rather resemble tapirs with hooves more than horses ]:8. A couple tweaks and you could have two new races for practically the price of only one ]:8P
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Re: Vore War V19

Postby treebuddy » Fri Feb 15, 2019 2:40 am

i was curious about , i downloaded the ressource for the game , so if i were to moddify some sprite , is there a way to try it out directly into the game ? by replacing the original with the moddifyed one
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