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for those having issues with  "VCRUNTIME140_1.dll" try running Engine/Extras/Redist/en-us run UE4PrereqSetup_x64.exe

Changelog 

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A bit of a small update this month, but I think people will be happy with it. Sorry I didn't have anything grand planned for 0.2, but I think the game passed 0.2 a while ago. The main goal for 0.2 was to have the active combat so this is more of 0.2.3 or so. Main changes being the new Ego mechanic,  jiggle physics, and AI updates.


Ego is now no longer controlled by a potion, instead you gain or lose ego every fight. The amount depends on how confident you are going into the fight and the gap in levels between you and your opponent. Whenever you encounter an NPC on the overworld how confident you are in your response to them will determine the "bet" the more confident the answer the higher the risk/reward and the more aggressive opponents will be. There have been changes to the death mechanic too because of this, you will now only get kicked back to the main menu if you die to a boss or in the dungeon. Otherwise dying will make you lose some ego. Right now the mechanic is pretty bare bones since I was a bit short on time this month. I want to use this mechanic to make grinding more interesting, so in the future the higher your ego the chance your opponent will be bigger, or they might have friends, or maybe even have it unlock some new moves. But for right now its just one line of dialog.


Jiggle Physics took up most of my time this update, but I finally got them working. it turns out that unreal only like skeletons that are in centimeters and I didn't use any units for mine. So I had to fix all the animations and reimport all the character models. 


I rewrote most of the AI as behavior trees, so in the future it will be a lot easier to program, but right now there wont be much of a change, except for the fact that if you are big enough NPCs will run away from you instead of confronting you and NPCs can now hear you. The heavier you weigh the more you are heard.

Files

Comments

Anonymous

I can't get the game to open because the "VCRUNTIME140_1.dll" file wasn't found.

digitalfurbelow

I am using a clean install of unreal so maybe I dont have the correct redistributble of visual studio. Thanks for letting me know.

Anonymous

would it be possible to make the transition from fat to musclegut models be based on the relative ratio of the fat and muscle stats, as opposed to just when muscle > 10? or alternatively adding a fatter musclegut model between? cos its sorta abrupt to lose most of my fatness just by consuming 1 muscle essence when my character has like 300 fat haha nevertheless, love the jiggle physics and ego changes! cheers! :)

digitalfurbelow

I could try something like that. I think the reason I changed it was simplicity's sake and the transition might not look right between the fat muscle body and the fat body, but its probably more jarring right now.

Zelimir Zhenelov

In this patch I love ego but need dragon's tail more thick. I think it look like rat tail.

Gilded_Wolf

Not really seeing ego change, either Im playing wrong or Im blind

Anonymous

Just letting you know I came across a bug where when you lose to a boss, I lost to the foreman and the Lich and after I lost to them they dissapeared off the map. it seems that the bug where the game crashes after a defeat is fixed however i cant battle the bosses after dying to them.

Anonymous

Are you supposed to lose stats when you lose a regular encounter? Because I tried losing to see the visual changes and stuff and also saw that I lost some stats.

Anonymous

Nevermind, seems that after I had another encounter and won I regained my stats.

Wolfie Randolf

The new boss disappeared in one of my games, I think it was after loosing to it. I can make a new game and the boss is there, but can't get it back to fight it in my current game.

Anonymous

during a game the character's textures went crazy during the expansion phase also seen during a fight

Anonymous

Ok, let's start. 1. The jiggle mechanic is amazing. Works on cuirass too, liquid metal is cool but very strange. 2. In the dungeon, I encountered a glitch when a dialog box pops up when entering a room, skipping which the enemy in the room does not start the battle on approach. Result - progress is lost, you are locked in a room. 3. The rooms in the dungeon are constantly getting bigger and bigger, and the speed of movement does not change. This is inconvenient and terribly time consuming. (it would be necessary to increase the movement speed by 1% for every 10 or some speed points, you can even make a cap by + 200%. LegMasters will become more dangerous). 4. I propose to make an arena based on EGO mechanics (you put more, the reward is higher and the opponents are more difficult), as the practice of MountAndBlade has shown, it is very convenient to negotiate with the manager about the rules and immediately enter the battle. 5. Fight and skills. Mages are by far the best choice of all. Difficulties are caused only by 3 magicians in room 70-100, they buff and demolish any character, I'm afraid of bosses less than three magicians. Skills - the branches of fat and bust work great, everything else is useless in the depths of the dungeon. Explanation: LegSweep - useless in mobile combat (small radius, and the legs themselves are not taken into account) Dodge does not save you from magic at all, but requires the ability to calculate the moment you need to dodge. Pain and Gain - good only in the initial battles with bandits, then useless. Health must be protected, Magicians will not forgive mistakes and slowness. Rage is the same as above and takes up space in the menu. BodySlam - good range, minuscule damage at 850 Size - 32 (it's even funny when a huge carcass cannot crush a small fat man in 15 times) BellyFlop - the same as BodySlam, only without a radius, but it doesn't need it (I don't understand how damage is calculated, the character has a weight of 3500, and the damage is 58 laughter and nothing more) 6. Models. Everything here is built on them. They are good up to a point, but the larger the numbers, the worse. It's not scary, the sliders are another matter. With large numbers, it is very difficult to change the character. Add more windows with numbers to the sliders, and make it possible to set values ​​in the range from 0 to the current characteristics. The faces of models of both sexes are not visible from behind the bust. The animations of the faces are cool, but at some point the chest completely overlaps them. I think that the bust should be lowered a little. I am very glad to everything that you add and refine. The project is one of a kind. I really want to help you improve it. Open to dialogue. Thank you for the work done.