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Download here.

I like to give a shoutout to koasdn's excellent female-female grab pack, highly recommended. You can get the FF pack here. The FFF (threesome) pack here, and FFM pack here.

General:

  • Patch is save-incompatible with previous saves
  • Selectable characters changed to 8 characters, 5 female, 2 futa plus 1 male character. All are eligible for grab and outfit customization
  • Added a partially restrained state via the WEAPON system. In this state, the character have a predefined set of actions and must try to breakout the restraint by using the Special (K) key or fight at greatly reduced capability
  • Climaxing in a grab now grants AFTER_GLOW status for the target
  • AFTER_GLOW status is now considered a full disable effect and will prevent any action from being taken
  • characters with AFTER_GLOW status takes no damage from lust and climax effects
  • Single loop grab damage multiplier increased to x6 from x5
  • Removed the "stripped" standing and walking animation - have some other ideas for it
  • Fixed the outfit attachments displaying incorrectly on slots > 1 in outfit customization on freshly spawned units without any modification
  • Added sound effect and particle effects to the wrestling grabs that was missing them
  • Cleaned up outfit customization options for males
  • Fixed a bug with grab selection ui that may have caused problems
  • Updated the attacker p**** bone position in wrestling grabs so there is less p**** clipping

Versus Mode:

  • Added new feature to save/load camera angle for each grab. To do this, when in a grab, simply move the cursor to a desired viewing angle and let it sit there for 1second. Afterwards, whenever you use the same grab again, the same camera angle will be reapplied. NOTE: the write to file/saving occurs when you click on the Leave button in a fight
  • While in grab, you can use movement keys (WASD) to rotate the camera around in addition to mouse controls
  • Abilities inputs are now done via Special key (K) + directional key (WASD) instead of Block -> directional key -> Attack/Special
  • HP regeneration/knockout recovery time reduced to 5 secs from 15 secs
  • Added Parry, press attack key (J) while guarding or input guard key (L) then attack key (J) to use parry. If timed just right before an enemy attack connects, takes no damage and push backs the foe!
  • Blocking can now be dash cancelled
  • Blocking can now be jump cancelled
  • Attacks on characters in the EVADING (dodging) state now consumes the attack charge. For example, if a character dodges an grab attempt, that particular grab attempt is now spent and can no longer hit anything; before: possible to get hit by the same grab attempt if dodge frames ends before the grab attempt attack frames end
  • The standing up check when downed is now checked per frame instead of after a set duration (should have no visible effect, mention it in case things to wrong)
  • Increased the time it takes for stamina to start regenerate somewhat as stamina seems to be too plentiful
  • Energy no longer regenerates for grab attackers. (Same as stamina)
  • Normal attacks can now hit units restrainted on a device by themselves (no other grab participants)
  • Outfit damage reduced to 1/3 from any source except stripping grabs
  • Rebalanced stats, costs, and damage to use completely separate stats from CATC units, rather than fudging from CATC baseline stats
  • Added .physicalAttack as a stat
  • Added .damageMultiplier in AttackFrame used to determine attack damage in conjunction with .physicalAttack stat. .damage stat is deprecated

Grab Changes:

  • Implemented grabs that can partially restraint the target
  • Implemented grabs that can place the target onto a device
  • Added 2 new grabs, "restraint_tiedup" in /_base/grabdatas_restraints.json and "spawn_device_magic_binds" in /_base/grabdatas_json.json to make use of the new features
  • Ending grabs now causes stumble backwards instead of knockup (aired) to reduce gameplay downtime
  • non-single loop PUNISH type grabs now primarily inflict MAX HP damage rather than having the same effect as TEASE grabs
  • Button mash interval increased to 0.5s/key, meaning that the player only needs to press 2 keys per second to have maximum escape effect
  • Rebalanced damage due to climaxing: climaxing damage is now determined by the character's min lust level plus some base damage; hence it is possible to focus on raising target min lust level and KO in a few climaxes or try to get them climaxing as often as possible.
  • If attacker in a grab climaxes, it deals a large amount of grab damage to the target, possibly causing a double climax
  • Double climax now cause additional bonus damage
  • Changed FINISHER type grab balancing: now causes a large amount of self white bar damage, and reduced white bar damage to the target
  • Recommended to use FINISHER grabs either when self lust (pink) is low, so the self white bar damage is almost non-existent; or use it to deliberately to cause the Double Climax. Note that on the grab target takes far more damage from climaxing compared to the attackers.
  • If attacker climaxes in a grab, the grab escape bar is filled to full
  • When the attacker expands energy to reduce the escape progress (holding down), this also prevents all parties from climaxing
  • When the grab target escapes from a grab, white bar is halved

AI:

  • AI can now use Parry
  • AI decision to block is now randomized
  • Added AI Level 2 option, which enables parrying for the selected character
  • Various AI improvements

Rendering:

  • Added new surface parameter: Reflectance - this parameter represents the amount of light a non-metallic object reflects when looked at heads on. It is based on the real life parameter IOR (index of reflection).
  • Fixed TrailParticle not displaying at all
  • Added initial internal support for customizing Emissive color type (not available in-game yet)
  • Couple of graphic tweaks
  • Implemented a new Bloom effect algorithm

Modding:

  • added new command "reroll_personality"
  • "export_unitdata_json" now exports .appearances.mats field rather than .colors field. This allows for the correct handling of surface parameter like metalness etc
  • Some additional work on the json serialization to avoid exporting needless default/empty data

(pics showings the 8 selectable characters)

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