Growth RPG V0.1.5 (Patreon)
Content
Mostly cleaning up for this update.
For Active Combat. Enemies will now be a bit less aggressive, they won't attack while you have you're growing and combat will pause when the inventory menu is open. So hopefully it will be less chaotic. I added a few movement based mechanics for most of the skills. spells are now projectiles, stab will make your character move in close, strength based attacks will knock enemies away. Hopefully these will make all the weapons/skills feel different. You can now bind keys in the skills menu so the screen isn't so cluttered. NPCs now have hyper armor so not every move will stun them. hitboxes are now collision based so it should be much more accurate. My goal for active was to make it way less chaotic and use the movement to diversify combat. Its still a bit easy. Hopefully in the future I can fix this by having attacks track and having bigger crowds that will be fun to smack around.
For Passive Combat. There is no longer any movement component. All NPCs have a chance to dodge attacks. This is increased with speed. Bodyslam's max targets now scales with size, so the bigger you are the more you can hit.
Inventory should be a bit better now. It still may act a bit wonky or not update at the correct time but it should be a lot better than before.
Attribute scaling has been added to the character menu. Now you can adjust the size each attribute if you want them bigger or smaller, including cock, balls, and booty size.
The trial dungeon should now be more interesting as more stuff can appear per floor.
Synchronous animations were added. These are special short animations that can grow more than one attribute at once. Currently there are only 3, for Bust and Muscle, Leg and Muscle, and for all attributes. But the important thing is I got the system running so I could do any combination of attributes at once and always vary up the growth. Unfortunately Unreal freaks out if you scale bones during an animation so I can't do any pulse growth yet. I'm looking into another exporter that might be able to handle it
so no major new content this update, mainly updating older content, polishing some things and adding some new mechanics to old things. I have the 3 models done for the new character model and my plan is to get those out next month, which if everything goes right should be V0.2