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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
  • - 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

Files

Comments

GZ

I think team mode turned out pretty well. I have a suggestion for it though. Say it's a 2v2. A chracter goes down and it's a 1v2, the downed girl just lays there (which is fine). The AI won't touch the downed girl until both targets are defeated. In a 1v2 one girl is holding the victim while the other team member just stands there. Is there a way to have her picked on the other already defeated victim while her teammate holds the non-defeated girl? Then when she escapes both non-defeated members continue to attack the solo girl again. There is also a couple issues I found with this patch. There is no longer a way to "stop struggling". When the bar raises to the marker, the AI automatically lets go. I have to mash a button to repeatedly fail the escape/counter check to stay in a hold. I hope its not intentional, but when a character is recovering (all green health gone and its refilling) the Player/AI can still fill the escape bar and attempt to counter/escape before their health refills. In older versions the character was helpless until their green health refilled and I really loved that mechanic, now it just seems pointless. All in all, I love the patch and adjustments, however I liked the old system much more. But that's just my opinion. Team fights are feeling pretty good though.

enlit3d

Fixed both new grapple system bugs. For AI behavior that makes sense. But its less of a optimal strategy than just ganging up on the survivor is the goal is trying to win. I'll think about it.