DisguisedQQ wrote:But can way to retreat be an option, choosing if you wanna fully escape to town or just retreat a lil? Just don't think what lighting mage bunnie guerilla could do with that... XD
Hmm, making it optional could be interesting.
TheBastian wrote:Hey y'all.
I got no specific question or something, instead I just wanted to highlight how far this project has come.
The last version that I played was from quite a while ago, 14 something. Now trying out 22F, and good lord, the improvements are insane. It looks, feels and works so much better and more fluid, there is more variety and all the good stuff.
Thumbs up to the creator and all those helping out with the game, you people do amazing things with this. It amazes me how much dedication and effort goes into this, and it really shows. Keep on trucking!
Cheers

Thank you!
MrBlackFurry wrote:Hello this game is amazing. Can I make a request? what about to make facial expressions of fullness when the characters stay near or reach their limit belly capacity. Even would be amazing that could exist the posibility about bursting by overeating
There may be more of those with time, but there are a couple of animations related to fullness, like selicia licking her lips, or the crux drooling. As for units bursting, I don't know about that.
22G Released. Made a stop here because there were some on the discord strongly interested in the dragons, but there's not a whole lot esle in this patch so I decided to not label it as a major version. If there's bugs I'll fix them tomorrow or thursday, then it gets into a busier weekend with various non vore war related things. After that I'll probably divert from the growing sprite storm and do a gameplay orientated patch, with some revamping, some features (not going to promise any specific ones, but I have some in mind), and some AI updates.
22G:
Dragons added as a race. Since GreenSlime wasn't around as they were finished up there is very likely to be changes to their graphics as time goes on, both as fixes, and things I interpreted incorrectly. (Most notable is their strategic sprite, which kind of blends in, as I had to try to make one and my black and white version wasn't very good) (Also they'll have more of a gameplay effect than being simple random monsters, but that's all on me). Their standard configuration is 1 dragon with the rest as kobolds. If you have monsters take over a town then they will build a nigh invincible squad consisting of many dragons.
Fixed the preview/ui sprites not displaying correctly if the unit had offsetted parts and used a non-standard resolution (fixes issues like selicia's head being detached in the preview panel) - It's possible this may have introduced graphical issues if there are places where I tried to account for that, but hopefully not.
Fixed the frog spawner flag being non-functional.
Fixed a bug where when the AI disbanded an army due to lack of funds it would generate an additional copy of all involved units
Fixed things up so that the blank tactical map should occur less often (it's a failsafe if the map is deemed not navigable.)
If an army no longer exists when the army exchanger is closed, all remaining army items will now transfer to the remaining army (mostly a placeholder fix until there's a better way to exchange items)
Fixed a bug that would let decorations be placed on/in houses.
Lowered the amount of water on tactical maps slightly.
Customizations copied to army will now not overwrite leaders' customizations.
The game will no longer spam the self-breastfeed message every turn for breast vored prey