mangran16 wrote:For the game, I would like to add some settings and suggestions. (not completely correct)
[my English level is very worrying, some of them use translation software, so there may be many things difficult to understand, I'm very sorry
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1. Add wild plants / springs to the combat background, which can be used to restore HP for damaged units during combat.
2. When players fight, computer AI still controls the army to move or enable the army to participate in the battle between the two sides, so that the battle between the two sides of AI can be delayed (or ended in a specific round), so that the players can participate in the chaotic battle (can choose to assist the gang), so that the players and AI can reach an alliance relationship.
3. I hope to add shrink elements (some kind of magic, medicine, or new race, such as witches), but it will certainly relate to the expansion of some contents (such as the map of body exploration after being eaten by the unit after shrink [mouth, stomach, intestines, genitals (vaginal path, scrotum, uterus, etc.) If a unit has swallowed a normal unit and then swallowed a small unit (the swallowed unit decides how to deal with the small unit, but the swallowed normal units can also interfere with each other), or if the external environment affects the unit, how will the body affect the small unit (such as rubbing the abdomen, Attack, action (increase map damage probability)] how to deal with.
All the above are some suggestions, but if you add them to the game, it will not be a simple task (even some of the settings I give will be unreasonable). Some elements may not be your favorite elements, so I hope you can watch them appropriately and choose the suggestions you think are good.
I like the author's works very much, whether it's vore elements or game mechanism. I personally feel great. I hope you can complete this good game.
Wild plants or three way battles (if I interpret that second question correctly) are unlikely to happen at this point. As for shrinking, I don't think it will progress much beyond just the presence of the diminishment spell. I don't devote a whole lot of time to new features for this game at this point. Glad you're enjoying it, though!
Vizix wrote:Love the game, I've been playing it since pretty early release. I was wondering if a buff to Succubui could be in order they seem outshone by almost every race especially at lvl 1. I am a big fan of their animations and sprites but it's pretty hard to win with them. Or if anyone has any tips playing them lmk. I think it's in part they are locked to a weak ranged weapon.
Glad you're enjoying the game. I sort of felt that they were okay balance wise, though I haven't looked at them in a while. You can always use the race editor to boost their power up a bit if you're playing as them as a main race.
Souls6 wrote:Are you ever gonna add an actual story mode/campaign with pre-made maps and settings?
No, that's not likely to be added anytime soon. It would require a fair bit of set-up work depending on how much like missions they are, and would also need to be very flexible, since there's a lot of people with very different interests playing this game, so if it's very specific that excludes a lot of people, and if it's very vague and generic, then it's not much different than just playing your maps. That makes for a complicated balancing act, I think.
aweirdguest wrote:Great game!
But i have a couple of quality of life suggestions
1.There should be a option to enable a manual end battle button that appears somewhere on screen instead of the battle auto ending
2.There should be a way to enter tactical mode without having to go into a battle (like clicking your own army and selecting a button on the bottom)
Maybe this could be used for things like foraging or hunting wild monsters for health or exp without having to actually fight a AI battle
3.Unique items, maybe when you kill a unique mercenary it drops a one of a kind item, like a helmet with higher stats or a weapon.
Other than that a really good strategy game
Also what stat negates slow down from voring too many enemies?
As the other posts suggested, the end of battle review option is probably what you're looking for.
Well, things like that would be possible, though that would be a decent bit of work, and probably would end up optional, so that people aren't obligated to chase around wildlife with all of their idle armies every turn.
Unique items may come at some point, though the inventory system isn't really well set up to have a bunch of them without becoming a bit of a ui mess.
There isn't really a stat that mitigates that, aside from simply having more AP by having higher agility. There are traits that reduce that penalty, though.
Released 32H to fix up hopefully the last of the issues from the mod, and a couple minor options.
32H:
Added an option to have leaders randomize their name and appearance when resurrected (though they still keep their stats), as a way of recognizing that they died.
Added an option to require confirmation if you try to load a game while you're in a game. The option is right there in the save/load window, and remembers what you set it to.
Fixed an exception when selecting transfer when there was a non-pred unit on your side.
Fixed an issue where sometimes units would not report needing an upgrade in the bulk item menu even if they did.
Fixed converted corpses sometimes not being oriented correctly. Now it should be foolproof, any living unit should be reoriented to normal standing position.
Fixed units being able to be converted into special mercs in pure tactical even if the option was disabled.