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The Village map only had 2 NPCs, and every new feature was crammed to either one of them. As a result, it can be easy to miss game features because it is so overwhelming. In the new hub area, the goal is to have many NPCs, but each with their theme and specialized function. So it is move obvious on which type of goods/service each NPC can do for you.

 The second new map is a survival/waves scenario. There are waves of enemies. Upon defeating all enemies of a wave, the next wave will commence, after a short delay. Once you defeat all the waves, a teleporter will spawn in the center and you can leave the area.

I tried to make it an easy format for modders to modify and extend, so this can be an quick and easy for modders to bring custom enemies into a map.

Finally, I been working on the ability to manage and "store" units in the last couple of days. Originally I was going to do this a bit later, but there are reports of duplicated units, and I feel like might as well start fixing the root of the problem.

This should lead to a couple of features (not of all of them will be included in next patch), such as:

  • Store units for later use instead of dismissing them
  • Capture and imprisonment, and all associated features
  • Bigger "battles", with reinforcements from the reserves, and the victor being decided only after the enemy reserves is depleted

I am still determining how to handle the units "stored" in Camp versus the new Reserves system. Kind of complicated to explain, but I am leaning towards removing the old "units store in camp" system all together in favor of the new Reserves system. I will add a special check to allow for the "practice move on/by" dialogue with party members when the player is in the Camp so that functionality is still there. However, this does mean you will need to find allies currently stored in the camp again (since that will no longer be loaded in the new version).

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Comments

crash.7ds

More merchants for the merch sounds awesome, especially since mods can complicate sellers' lists quickly. As for the new way to manage allies, does this possibly mean we might be seeing more named allies joining the fray in the future?

Ericridge

Can we customize the generic units? Their Hairdo styles and names? And hair color? And besides it is extremely expensive to replace the generic units because they have a tendency to make horrible decisions and die quickly. And I need to ask you, is there a way to push a button so I can turn yuri enemies into futanari enemies? Yuri is too boring for me. If not, then, how? I need this badly.

enlit3d

No, you cannot customize generic units. As for futa units toggle, maybe as a cheat sometime in the future

Anonymous

I accidently sold terra edition, because I thought it was stolen cargo, is there any way to get it back?

Anonymous

There's a cheat for this if you have the right patreon tier.

Martin

please you can make the sale items easier ??? since every item needs to be clicked when I want to sell it ??

Anonymous

Come check out my adult game

Anonymous

What are the game system requirements? because I have it strongly hangs, you may need some driver or program separate?

enlit3d

make sure the dedicated graphics card is used instead of the integrated one

bundyito

Yeah, only tip for peeps to play on integrated is to...look down in some locations, this little trick speeds up the game a lot. I stumbled upon a bug and since idtk how to make a screnshot just gonna write it here

bundyito

Type error: e.has is not a function compiled.js:997:127 ) compiled:js:907:257 at Map.forEach (anonymous) compiled:js:907:170) c:js:801:86) c:js:925:179) c:js:1174:365) c:js:1168:348) c:js:442:353) c:js:1615:33) Basicaly when trying to recruit Ammy NPC from the INN that pops up and she dissapears and cant be used anymore