Turbotowns wrote:*whistles* SO many updates! You're spoiling us Auri! XD
Although there wouldn't be as many if there weren't as many bugs.
maraudingmarauder wrote:Aurilika wrote:It does technically inflate the odds a little bit because they are more likely to eat someone they don't like, but that may get a specific response at some point, too.
It could be a fun trait to have preds with the opposite response - they don't want to eat people they don't like but friends are absolutely food (with pred loyalty determining whether they're more likely to ask than just take in that case? Or endo versus digestion?)
Yeah, that could be interesting.
gigaredpanther wrote:Dunno if this has been mentioned before, but one thing that crossed my mind was the potential to ask preds to eat someone specific. Granted, it's an idea easier said than done. Logically there would be all kinds of things being checked, like pred loyalty, multiple relationship values, etc.
But I'm just envisioning scenarios where, say, X is being spooked by the predatory Y, and would stand no chance in a direct confrontation. But, X knows Z, who is a thoroughly capable predator they're on good terms with. They ask Z to eat Y, and depending on a number of variable factors, the situation can go several different ways.
Like what if Y and Z are friends? A highly loyal Z may just go "How dare you, I should just eat you right now!" while a low loyalty Z may more likely go "You know what, I've been craving Y for a while now, sure!"
Not to say that these would be absolute results. A loyal Z could still side with X over Y, and a disloyal Z could just as well go "Why go through the trouble when I have a tasty meal right here?"
But there's yet more possibilities. Y could take issue with X if they overhear the conversation. Z could be in over their head and get eaten by Y, filling X with panic/guilt.
An arduous task to be sure. But maybe something to consider for much later builds.
Yeah, that kind of thing would be fun. A task for later builds though as you say. It's also more likely that it would appear first as some sort of debug thing, too, where you could just give a person specific orders.
Redicicle wrote:Is there a way to make it so flexible stats decay even with no accessible tile for them? I wanted to make a game where vore was the only food source and everyone was super aggressive but also rescuing was commonplace, but nobody ever loses weight unless I add in a cafeteria. Enclosing said cafeteria in dorm rooms sort of half works, but if someone lives in those dorm rooms it no longer works. Surrounding it in walls also doesn't work.
Also is there currently a way to make unclamped values for things like height or weight gain rate, in case we want preds to grow into minigiant(esse)s?
Additionally, it would be real cool if you added a way to lock entry to an area without putting a bed in frot of the front door. Perhaps give people keys? Maybe if you eat some you take their keys so you can now sneak into their room/doors.
I made a map with a neighborhood that had 3 Cul de sacs with room for 48 characters in houses with 2-4 characters each, but everyone would just enter other people's houses for silly reasons. Like going to use their books or taking a shower
There isn't right now, but that's also weird because the cafeteria doesn't control that.
Weight loss should happen when hunger is above .9, and the character is above a healthy weight (that system could use some improvement on the minimum weight, but was designed so that you wouldn't have people running around weighing 10 pounds because there's no starvation death mechanic.)
Yeah, I could expand the range, though I'd probably want it to have some actual gameplay impact first.
More control over how rooms work will probably come in the next major version.
Redicicle wrote:Also if I'm dating someone maybe the option to do something other than put them in a different part of my body if I eat a neutral party would be nice. Having your lover constantly attempting to free your prey is annoying. I'm not saying they should be indifferent but maybe a "try to convince them that it's ok for me to digest my prey" option. Actually maybe that should be the case for everyone just work better on friends and lovers.
Oh, and also I'd like to report a bug and some odd behavior. If I'm in the middle of doing something with someone else, and my prey asks to be let out, it interrupts that thing. Also if someone attempts to eat me while I'm eating someone else, it interrupts my attempt if I say no.
Yeah, that part could use a bit of better fleshing out. Will get those bugs corrected.
Redicicle wrote:Hmm. Interestingly, interaction text conditionals with side effects don't cause any warnings but also don't seem to modify the actor at all. I tried to make eating in the cafeteria cause someone to grow a dick, have a chance of instantly gaining 1.0f of hunger, and some other stuff. Must be that a temporary parameter variable is created instead of pointer passing or something. Or perhaps somehow interaction text expressions are guaranteed to be side effect free? That seems unlikely. I'll try some more messing around with interaction text side effects on globals. I.E. an interaction text messing with things like vore knowledge or whether disposal is enabled. I also might try seeing if I can make an interaction text jump around in memory using pointers or arrays or whatnot and probably break something but maybe gain access to other variables. Most importantly character information.
I was hoping it was implemented through pointer passing or something so I could make an interaction text with side effects that modifies the actor or target as a conditional in some way.
Would be really cool to be able to just have certain interaction texts that would do wierd stuff like automatically turn someone gay.
Side effects are something I didn't consider, and it's probably good that it prevents that, to stop unintentional weird things from happening. I would have figured it would have spit warnings at you at the very least, though.
I suppose it's possible that feature could be implemented, though having specific interaction texts do things might get kind of unwieldy.
Released an updated minor version, usually I avoid doing this too far after the last one, but I wanted to just go ahead and fix a few issues.
7H:
Adding a saved character in the start game menu now resets their vore interests if they were all uninitialized. You still can't edit those values in the main menu without generating a character, but I'll probably end up reworking that screen a bit for the next major patch.
The main menu now has a 'return to active game' button in case you inadventantly click the return to main menu button.
Having the gutslut quirk no longer overrides the players choice about whether they're willing or not.
Caught the game back up with the latest interaction spreadsheet (fixed some typos and bad conditionals, and adds a bit more variety)
Increased the odds of the stomach growl action happening. (It should still be fairly rare, but occurs about twice as often as it did before.)