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Been excited for this version


# Listing engine changes first


activeitems can now set their name and description while in use, not just their icon, and the behavior of the function that sets the icon can now take a drawable array, much like how you can with the item's config parameters


sb.printJson was made to have it's third optional arg to sort the output actually be useable by the lua


the patching functionality was made more flexible and patches can now reference other files's values, but not modify them


humanoid 'dances' were cleaned up, and the new animator can now have a race ignore the dance config if they just have that dance defined in their own animation


**Inventories breaking when changing between mods has been fixed**

the game is shit at error handling, all it took was a few lines to resize inventory arrays to the correct size and to drop overflow items on the ground when it does so


character select screen temporarily caches loaded players so it's not wasting time reloading them when scrolling


monsters don't have damage sources when they're lounging in an entity that suppresses toos (eg, when they're eaten)


sb.assetPath utility callback added, just uses an existing engine function to have a shortcut for checking if a path starts with "/" and if not appending it to the path in the second arg


world lua bindings to get stats and resources on another entity (but not modify them)


persistent effects can now have a source entity defined, therefore making things slightly simpler with the lounge effects being applied


interact invoke hook was made consistent to supply the same args regardless of entity type


interact highlight is ignored if your lounge anchor suppresses tools


npcs and monsters can set what controls in their lounge anchor they're pressing


script panes can ignore being dismissed by escape, and can have a source entity but not need to be within interact radius


humanoid bodyFullbright was re-implemented


# SBQ changes


Started work on bug Auri, she is very cute, and a good showcase of what can be done with custom races with the new engine features


Grab action was implemented! anyone can use it to grab basically anyone else should they allow it!


Struggles redone, they work a bit different than they did before, now when one holds in a direction it actually holds in that direction until released, multiple prey holding opposing directions in the same location will cancel eachother out


Prey hud re-implemented, didn't need to change much with it, but it should be better at indicating whether one can actually escape a particular direction or not


NPC and monster pathing behavior is DISABLED when they are prey, this should lighten the load with them trying to pathfind and things when they shouldn't be able to


until dialogue is re-implemented NPCs will only react to interactions by doing the closeset relevant vore type to the position your cursor was when you interacted, and also where you're standing (eg, stand behind someone and aim at the rear for AV, stand in front and aim at the chest for BV, etc)


Deed GUI was heavily trimmed down, and instead is used to open a seperate settings page for the NPC in specific, this same settings page is also opened with the nominomicon when using it on them


extra parts such as boobs and cock and balls should be returning to appearance when the relevant settings for them are selected


Do note the settings menus are *heavily* wip and aren't meant to look too pretty right now, but should be functional

Comments

MarkusTheCatDragon

It's not working at all. I can't open any of the menus at all

FurroFloof

ui compleatly broken atm, only thing i got to work was radial menu for the vore controller