Vessel Tactics v0.04b (Full Release(?)) (Patreon)
Content
NOTE: All mods created for the previous version will need to have some additional info added and must be reimported!
Alright, finally finished with v0.04! I tried to include some fun stuff, too, but unfortunately there's not too much exciting stuff this time. This update has mainly been to catch up on mechanics, QoL, and bug fixes that I've been pushing to the side all this time. That said, it's been really good to finally get it all out of the way and done with so that I can keep moving forward. Also, while she was previewed before, the shopkeeper will actually be coming in the next update, which will be v0.1.
Major changes:
- Added a new map: 0-4
- Cornucopia has received the new skills "Entice" and "Brunch Time"
- Sampo has received the new skill "Desperate Predation"
- Patra has received the new skill "CQC"
- Theano has received the new skill "Roundhouse"
- Chateau has received the new skill "Bodyslam"
- Covenant has received the new skill "Subsume"
- Avalon has received the new skill "Enervate"
- Schrodinger's vials have been rebalanced. Each vial now has a weighted chance of proccing, based on the current target and situation, making more interesting and helpful events more likely.
- Schrodinger's vials may now teleport the target to another tile or into another unit's stomach.
- Avalon's skills have been reworked.
- Patra and Avalon's bios have been updated.
- Much of Avalon's dialogue has been rewritten.
- Units may now feed themselves to an unresisting target at any time. More feed dialogue has been added.
- You may now rub your secretary's belly in the lobby. Holding right click while rubbing her stomach will cause her to begin slowly digesting her prey. (Note: This feature is still a work in progress, and will have dialogue added for it later.)
- You may now speed up digestion on the feed menu twice.
- The action menu in battle has been updated. Attacks will now display their hunger penalty, as well as a description if hovered over. In addition, offensive and non-offensive moves have been separated into different menus.
- Maps may now contain tiles of different elevations. Tiles that are at too much of an elevation distance may not be moved to, and higher tiles will inflict an attack range penalty, creating situations where ranged units may stand on a cliff and snipe downwards. This is still experimental and I may not decide to go in this direction, but for the moment I'm planning on expanding it in the future, adding more mechanics based on height and QoL such as a number indicator for tile height.
- Pressing the 'Z' key will now display enemy attack range. Due to some conflicts, this can currently only be done while in the base menu or free camera, but this will be resolved later.
- Enemies will now have increased stats based on their own "Bond" level, separate from your units.
- Enemies that will not take any actions will now be skipped in the turn order. In addition, they are now able to 'activate' in groups, rather than moving individually once a player unit is in range.
- Feeding, tripping, etc. will now be able to take advantage of any additional vore capacity the target has by being capable of AV, etc. and will trigger any relevant events. This means, for example, units of up to size 3 will now be able to trip into Avalon's asshole and will become Disoriented after doing so.
- Cutscenes now have many more functions, including player choices and looping dialogue.
- There is now a proper loading screen for mods, so you don't just have to wait on a black screen.
- You should now be able to load multiple mods without any major issues, though there are probably still some limitations.
- Mods now need some additional dialogue, faces, and colliders for the lobby, please consult the modding guide inside for a full list.
- Game should no longer softlock in instances where a predator has no room to spit up her prey.
- Units should no longer turn into ghosts on the feed screen.
- AI should be less likely to softlock the game.
- The way certain functions work in cutscenes has been changed, hopefully fixing the softlock some players were experiencing in 0-2. I have no way of testing this myself, so please let me know how it works!
- The redundant dialogue for overencumberance has been removed.
- Massage dialogue has been slightly reworked, the 'thankful' dialogue will now play if prey are struggling at all.
- Various dialogue errors have been fixed.
- Fixed speed not affecting initiative correctly.
- Other miscellaneous bug fixes and balance changes.
Other stuff:
- UnitInfos now contain jump height, which corresponds to Unity unit length and has been temporarily set to 0.5f for all units.
- NPCs' stats may now be set using the UnitSetup class.
- NPCs may much more easily be fed prey in the inspector, this was very clumsy before.
- Delays will now queue up and wait for their turn, rather than all running at once. This means there will be much fewer strange bugs when they overlap. In the short term, this may cause some softlocks, but Delays SHOULD never overlap, so these needed to be weeded out and solved anyway.