V0.3 - Team Battles! (Patreon)
Published:
2017-02-16 21:45:28
Imported:
2021-11
Content
Download LINK.
Team Mode is finally here!
For team battles it is recommended to try a different camera mode than camera B and dont forget to set the "Targetting" key under options! If you feel like to play outnumbered (and not trying to lose) it is recommended to give yourself a character level advantage. Happy to hear any feedback/suggestions but just know that the majority of effort is going to be on the new girl for the near future.
Patch notes:
- new grapple system;
- during a move:
- characters no longer free themselves automatically when the bar is full
- there is now a marker placed randomly at between 75% to 90% on the bar that the player must time correctly with either <escape> or <reversal>
- the timing window for <escape> is 200ms, or about 12 frames on 60 FPS.
- the timing window for <reversal> is 50ms, or about 3 frames
- should the player miss or fail to do anything, the bar will reset but will fill faster, to a minimal of 1sec. Clever players may try to reduce the bar duration by deliberately failing, but that is already accounted for.
- players can also <breakfree> of the hold anytime by spending special meter
- when grabbed:
- same as during a move, except <reversal> is disabled and the grab will automatically end when bar is filled to full instead of resetting
- during a move:
- - new team battle/orgy mode (experimental!):
- there is now a target selection key, default "M"
- characters are invulnerable to outside damage in these states: grabbed, victim of a move, when climaxing, forcing the climax, throwing, being thrown
- you may attack the character that is applying grab/move to your ally to help her escape quicker
- each hit reduces the escape difficulty, if the escape difficulty is reduced to <= 2.0 sec, then the victim will be freed
- hitting an enemy performing a pin instantly stops the pin
- victim is also freed if HP of the character that is applying grab/move is reduced to 0; however attacks does reduced damage to those characters
- throws does an aoe attack on impact that knocksback nearby foes
- two victory conditions
- Elimination -> must knockout the entire enemy team before pin
- First pin -> first team with a member that got knockedout and pinned loses
- lengthened the after-battle-punishment scene
- new feature: camera shake!
- new feature: bouncy ropes and ring floor!
- new engine feature: engine can now handle adding more keys that works smoothly with customizeable controls!
- there will be a default setup for the new keys, such as "M" or "Z", etc. If that key is currently unused, then the new key will be to use the default automatically.
- f the default key is currently used elsewhere, then players need to input a key manually under control options.
- upgraded AI to handle multiple foes
- escape bar is now vertical for better visibility
- decreased the eye tracking bound pyramid to reduce the "side glare" effect
- the character applying the hold will try to look at the victim's face
- reduced the sweat shininess effect as it was a bit too much
- renamed the move "Spunking" to "Spanking"
- fixed futa dick disappearing when "banana split" is performed on the character
- enlarged the size of futa dick
- fixed game crush when entering exhibition -> toggle futa on/off -> re-entering exhibition
- characters are now knocked into air when their stagger meter is reduced to 0 to prevent being infinitely staggered on the ground
- added 20.0 sec non-reducible cooldown for <breakfree> (spend meter to escape grab)
- cooldown for wake up kick is not-reducible
- dexterity CDR gain from 15% to 10% per point
- might strike damage increase from 10% to 7% per point
- reduced base stamina and stamina regen by about 30%
- changed lower AI grace period to react when grabbed/grabbing to only apply if the player is not knocked out
- Lucia's panty and skirt is now 2 separate pieces instead of 1
- decreased run stamina drain rate
- AI should prioritize H-moves more often on defeated foes
- armor strip does its damage quicker; but lasts shorter
- knockedout (when green bar reduced 0) recovery duration on the ground takes longer