Marpatt wrote:With the race editor fully implemented, is there any possibility of adding a way to distribute Traits on a gender basis? (Like Female, Male, Herm) Or maybe even on a gender basis within the race? (so instead of universally adding huge to herms or something, you could add huge to all herms within the wolves)
Thanks for any feedback!
Yes, though it would take a little bit more set up. I'll add it to my list but may not get to it right away.
radiogenicvore wrote:Can you make it so that rebels and bandits use the max army and max garrison settings for the race they split from? It becomes a bit impossible to deal with when max armies is set between 2-4 and a 16 unit army spawns to a random AI event. Also thank you for allowing max army sliders to go down to 1 for individual races but for quality of life can you allow the max army slider slider for all races to do the same? In a similar vain can you allow MaxArmies and max army mp to go down to 1 (and higher than 8 for max army mp, some maps can get quite large)? Also is a bug report Fairy BV Type does not stay saved and needs to be reselected every game. Sorry if I'm asking a lot and thank you for the work you've already done.
Rebels are supposed to use the max army size of the race of the village's owner. Bandits currently do not, but I'll add that in for consistency. I'll update the all slider. Max Armies I can certainly adjust as well. I'll also add higher army mp, but the reason army MP can't decrease to one is that forests, etc. take 2 mp to enter. Technically I could modify the way it works so that you can always enter even if max mp is set to 1, but that's extra special case rules, and makes for the oddity that at 1 mp, forests and hills would be the same as grass. Will fix fairy BV type.
NSW wrote:I just wanted to say thanks for all your time and work on this project. It has been fun to follow the development and a joy to play and tinker with. Thanks!
Thank you for the kind words, I'm glad you're enjoying it.
radiogenicvore wrote:Is the Abandoned Village in the map editor supposed to be owned by Vagrants? is there a way to change this to other monster races or empty?
I did that because it was the easiest way to set it up, but the actual race is irrelevant, because as soon as it gets any population, the race would change. They should always spawn with 0 population, so they are the same as a deserted village of any other race.
Turbotowns wrote:It'd be nice if we could wipe out monster spawners.
I mean they are just an artificial creation, so you'd have to roleplay it in and disable them manually.
lapraslunch wrote:Just wanted to say first of all that what you've accomplished with this game is utterly amazing!
Seriously, this is probably one of the best and most feature complete games on the forums here, and I salute you for all your hard work on it~
So, even though I will admit that I am saddened to hear that you are winding down production in preparation for moving on to other projects, I'm infinitely grateful for all the work you've done on this one.
Now, of course, with that out of the way, I figured it would be good if I reported a bug I noticed in the most recent version of the game. Apparently, having harm teammates enabled seems to break vore as failing a vore attempt with the setting enabled freezes the controls, preventing any of your units from taking any action other than ending the turn or passing control over to the A.I.
Thank you! Well, my next project is also a vore game so this won't be the last you see of me, though it is quite a bit different (A text heavy sim with AI controlled characters, though I'm avoiding going into much detail until it starts getting into good shape). Suffice to say, my tenets of gameplay driven and lots of customization will continue.
That may be the issue with a different bug that was reported that I couldn't reproduce, so I'll check into it and get it fixed.
Turbotowns wrote:I noticed the titaning exploit was fixed. XD
That's odd, because I don't think I changed anything that would have caused that. I was intending to just leave it as it was.
RichardDix wrote:Noticed something minor in the "Mercenaries / Wild Monster Spawning" tab. The E in Eat from "Eat all villagers takes this many turns" is cut off, and the wild monster scrollbar is on top of the last S in spells from "Monsters drop spells". Not really important since you know what is written anyways, but figured I should mention it.
Okay, I'll fix them.
Turbotowns wrote:And now the fairy scaling seems too low(XD), any giants(huge+large) require a LOT of prey to get even a decent bulge(and the size of the prey doesn't seem to matter).
Might actually be a bug with giants(though giant slimes are fine).
(And despite being monsters, fairies can't be summoned with the summon spell... OH! How about, like with how we can choose what races show up as mercenaries, how about we can choose what can be summoned? maybe even set it to a per race/civ basis? Ex. Lamia can only summon serpents, while Scylla can only summon sharks and/or darkswallowers)
Well, I was attempting to get them to a somewhat believable level, as I'd received comments that they shouldn't use the normal rate, but they may need more tweaking.
As for the summons, that's mostly because it just uses a consecutive set of monsters for easy set up. I would continue that system, but then dragons would be in the mix, and that would be a little too random. I might have it pick randomly from all monsters enabled as hireable, though I'd still have it avoid dragons, and that way it would avoid monsters that people don't want to see. Individual summoning lists for each race would probably be kind of a mess, so I'm not going to do that.
carlj wrote:So while i was scouting the source code i noticed a set of different belly sprites for Zoey in which she has her belly sideways, any reasons of why it's not used? I also noticed a series of combat logs that triggers if the pred eats its first prey but i don't remember having seen it working in game. Anyway i decided that i'm gonna make more lamias snake belly because it bothers me how no matter how full they are the snake belly doesn't reflect their human belly.
Her sideways sprites are used when she does her tail attack special. They are further divided into small belly sideways, and big belly sideways, with different body poses.
The first time messages have a few qualifiers to prevent them from being spammed out. They only apply to predators less than level 10, first digestion, and not mercenaries, or in pure tactical mode (i.e. from the create tactical screen (otherwise pure tactical matches would be all first time messages)).