by Aurilika » Fri Aug 02, 2019 10:44 pm
Patch 25 Released
I tried to split races from empires, but it is impractical at this point. It would require a rework of rags, the way vore is toggled, teams, the map editor, the add races screen, the create strategic etc. At this point, with the burnout lingering, I don't want to attempt it, as it would involve a rework of a number of systems, which would likely involve generating a fair number of bugs and issues, some of which would probably take a while to be discovered.
If there are any severe bugs that pop up I'll be able to get a patch out tomorrow night.
As previously stated during the V24 release, after this patch, I'm winding down my involvement on this project, due to a variety of reasons, burnout being the chief reason. I'm still going to provide bug fixes, and implement the sprites that I knew were being worked on (The first on that list and the only one I have all of the graphics for at this moment are sergals). I'll probably also contribute a little bit here and there. Selicia and some others are going to be doing some work on this, so development is not ending.
There are a few other projects I'm interested in starting, the one I'm most interested in is a text-heavy vore sim. I don't think there's a game like it that exists but I could be mistaken. I'm not going to go into details at this point because it's a rather ambitious project, so it may not end up going anywhere. I don't want to get people's hopes up for something only to take it back away, so you probably won't hear this mentioned again until it gets to a playable state.
25:
Fixed Fairy hair/clothing colors being reversed from intended (spring and winter were switched, and fall and summer were switched)
Having an army over a empty village now populates with the majority race from the army instead of your empire's race by default (You can always dismiss as before to manually set the race)
Pressing the middle mouse button to lock the current unit in the info card in tactical mode is now applied as long as the mouse button is held down, instead of 2 seconds from the click.
Added optional random events, that pop up at the start of player turns at your desired frequency, and have various effects depending on how you choose to handle them. If events are on, Villages have a chance to rebel if happiness is very low, they can sometimes convert back to their original owner if possible, otherwise they join the rebel faction. Note that armies do not revolt with the town, but garrisons do. If an army is sitting on the town, a battle will break out between the army and the garrison.
You can add simpler events to the included events.txt file to have the game randomly pick from them, and adjust the ratio of built in / custom events in the content settings window.
There's also a secondary type of events that you can enable that happen between AI empires, to make the flow of diplomacy less predictable. (Things like After a strange series of events, a general from the [X] has fallen in love and proposed to a brave warrior loyal to the [Y]. This event is sure to deepen the two nation’s bonds."
Added a bestiary with text and pictures (right now it only contains info for two of HarryS's races)
A large batch of new tactical log messages from Katar, of note is the addition of more escape messages (previously there was only one), and willing prey (prey's curse), also messages for prey's curse / diminishment wearing off mid digestion, as well as a significant number of belly rub messages for various races (a few of these ostensibly require a couple, but I've left the requirements to just the attracted gender as they would otherwise virtually never happen). Some of these are stomach only, and due to the nature of the the messages, don't have 100% chance of happening even when conditions are met. I've tried to assign them all the appropriate qualifiers (race, gender, lewd, etc.), but as there were over 100 of them, it's possible there may be mistakes.
Added Race editor to modify races stats and traits, and some minor cosmetics.
Added option to bulk add traits to units in the cheat menu, ideal for creating custom squads, and you can paste text in there from out of game if you have a desired set, i.e. "Eternal, Large, Greedy" - capitialization doesn't matter, and you also don't technically need the commas, or even spaces, even "eternallargegreedy" works, but I would recommend at least spaces for clarity, and to prevent accidentally stringing together unintended traits (Strong has been renamed to StrongMelee to avoid name collisions when using this).
AI Fairies now default to the Magic Ranged Stat distribution, (instead of being using the default, and also sometimes picking strength as their combat stat when it was mostly useless for them)
Added an Endosoma Trait, that allows friendly units to be vored, but they will not take digestion damage, and do not try to escape, but can be regurgitated or will be freed automatically at the end of battle. Has 100% chance to vore allies and only costs 2 mp, like voring surrendered units.
Fixed a bug where eternal units automatically keep fleeing after the battle (if no units have fled, they now default to rejoining the army, otherwise they will use whatever you set as the return option (The order in which things are done had left them as default))
Fix for one of the goblin sprites occasionally using miscolored cleavage.
Added a toggle to allow infighting among your own units. This is primarily for RP purposes, as it will only happen when you command it to happen, the AI will not attack/vore friendly units even with this on. This is a toggle so you don't need to worry about accidentally attacking your own unit when you don't want to.
Zoey Added, an anthromorphic shark girl
Fixed some text errors in the stat tooltips, with some of the text being at the end.
A few miscellaneous traits added by ChemicalCrux - Large, Small, Magic Resistance, Magic Prowess, Metabolic Surge, Fast Absorption, Slow Absorption, Enthralling Depths, Fearsome Appetite, as well as some new cheat traits, Instant Digestion, Instant Absorption, Inescapable, Irresistable, Huge, Tiny
A wide variety of sound changes by ChemicalCrux both in the system itself and more vore sounds including fails, and some specific spell sounds.
Dazzled units have their stats lowered until the next turn.
Fixed fled units incorrectly calculating turns to arrive using the default 3 mp per turn, instead of whatever army speed is set to.