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Sorry this build ended up taking a day extra, thank you for waiting!

NOTE: Modding has been disabled for this update! This build was released in the middle of a lot of reworks, so unfortunately there's still some features that don't work correctly.

To obtain the new units, they must first be pulled from the gacha.

Change log:

  • Added Goblin

  • Added Goblin Raider

  • Added Goblin Shaman

  • Added Goblin Lord

  • Added new map (0-5)

  • Added stomach system, allowing units to have any number of different "stomachs." (Only used by Goblin Shaman's UB skill at the moment.)

  • Units now gain permanent incremental stat increases each time they digest prey. Being digested will also transfer a portion of a unit's accumulated stats to their predator.

  • Units in barracks may now passively devour (NPC) vessels while you are out on missions. This is mostly to make the base feel more alive and will be expanded later, with "Caught red-handed" dialogue and tie-ins with the base system that will affect passive predation and stat growth rates.

  • Each class now has a set chance of eating or showing up as prey in the aformentioned way (Prey are spawned from the ether, not taken from the players barracks.) Certain factors may affect these rates, such as the unit being set as secretary.

  • All buffs and debuffs have been reworked, and many will no longer appear in the skill list. In a coming update, hovering over a stat on the status menu will show an exact breakdown of the buffs and debuffs affecting it.

  • Encumbrance debuffs have been consolidated into a single skill and now operate on a sliding scale based on max capacity.

  • Base movement has been increased to 5

  • Feed menu digestion skip has been sped up significantly

Backend stuff:

  • The way images are displayed has been changed, fixing transparency issues on units such as the lamias. This method is much less efficient, so it may lead to performance issues right now, but it will get polished more in the future.

  • In preparation for adding mid-battle saves, units now contain Guid references to each other in battle rather than direct ones.

  • Classes that may be used for either battles or the lobby will now use StorageInfos to reference either UnitStorages or UnitInfos

  • Each unit now contains their own Stats, which are added to their classes' stats. Stats are now universally contained in arrays and referenced through ints, for easier coding.

  • Some text codes, have changed, I'll have notes on these once modding is reenabled.

  • Bios are now fully contained in the Speech class, making editing easier and finally allowing for modded units to be given their own bios.

  • Role, race, and species tags added for each class that will allow for better differentiation for each respective case down the road.

  • Events in the EventScene have been deconstructed, allowing for much more modular event creation (Can't remember if this was in the last update or not.)

Know issues:

  • There are currently some visual glitches here and there, such as the digestion animation not working properly during the story of Theano's stage.

  • Goblin AI has not been configured, as the AI is going to go through a rework soon anyway

  • Please let me know if and when you find any more bugs!

Files

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Comments

Spaztic Gallade

Oh boy this update is spicy, fantastic units but my word the bugs are everywhere! Gonna be a lot of work for sure

G Man

Something is definetely wrong,I have no idea if this is just for me or someone else also have that problem but after launching,a white screen cover about 75% of the screen.Except that...bugs...at every step.

Erik

Running the game with Japanese Locale solved it for me, which is odd. No idea if there are other solutions.

Reli

Love iiiit! Some bugs but i love the characters