Others Abandoned Corrupted at the Core [v0.902] [Enlit3d]

3.60 star(s) 11 Votes

undarkened1221

New Member
Feb 17, 2020
4
0
You can review your deck on rest points, but in the latest version (7.4), you should have at least one grab card as starting cards.
ahh not really that. more like editing the card it self where you could make it so that you can remove the "exhaust" part of a card so you could make a reversal card that doesn't expire

or edit a card move where it gives you move 8 and the next sequences would make the char place all the sex toys on the enemy
 

YHL

Newbie
Jun 10, 2017
94
48
ahh not really that. more like editing the card it self where you could make it so that you can remove the "exhaust" part of a card so you could make a reversal card that doesn't expire

or edit a card move where it gives you move 8 and the next sequences would make the char place all the sex toys on the enemy
This kind of modding is not available yet and, if I remember well, it's because the devs wants to wait until the gameplay is in a less experimental phase before opening such aspects to modding.
 
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qwartz

Newbie
May 6, 2017
25
16
Is it a throw or a hold/ grab ? There is a difference. Every Time i see the Muscle Buster in Doa 6 i think: "Bass, you idiot. HOLD here in that position ! Dont let her go !" ( i dream about a doa with wrestling mechanics like rumble roses)

If you like bearhug , thats your beer. Bearhugs are boring in my eyes.
But: more grabs = more happy people = more money for Enlit3d = Heroine Rumble 2 in the future. So i am fine with your bearhug.
Bearhugs are boring when done wrong. Its the breast to breast action which makes it look good and of course Enlist3d did it wrong.
 

sandsea_urchin

Active Member
May 7, 2019
867
996
Lol is it DL week?
v7.31 free to DL

That's the latest public build from enlit3d.

Bearhugs are boring when done wrong. Its the breast to breast action which makes it look good and of course Enlist3d did it wrong.
I'm sorry, Mr expert; but my nipples aren't very sensitive. So tell me, what am I doing wrong when I bearhug that girl? :ROFLMAO:
Please be more specific in 'what's done wrong' when addressing the typoed Enlit3d. I'd love to learn more about hugs, bears and bearhugs myself!

edit: I must've sounded more sarcastic than intended, but I genuinely wonder. I can see FM bearhugs working, but MF or FF? Probably not a smart move, unless I can't picture this "right" way.
 
Last edited:

Honest Pirate

Member
Apr 22, 2020
276
476
Because i am sure there are always some people too lazy checking his Patreon, here is the last puplic update:




Earning experience and leveling up will be available in the next patch! In this post I'll first describe how the works, and then talk about some implementation stuff that you can skip if not interested.
Earning experience is fairly straight forward, finish up a mission and you'll now see this End Of Mission screen showing what you have earned (instead of instantly switching to the base screen)

In the base screen, there are two new additions. The first is the resources tab located on the top right that shows you how much Credits and how much Essence you have available.
The second is the Roster view located on the right. In there you get a condensed view of all the characters you have. Under each portrait, there is an experience bar, when that is filled to full, the bar changes to a "Level Up" button which allows you to select which upgrades you want for the character.

This is what the upgrade screen looks like. You get to choose one out of the three randomly presented options. If you don't like the choices, you can spend Essence to reroll. However, do note that currently, there is a limited number of choices implemented and rerolling too much may not do anything. Choices not taken have a chance to show up in future level-ups as well.
In addition, there will be a full respec option in the future so feel free to experiment.



Next I am going to talk about some implementation details. Can skip if not interested.
I have underestimated the amount of work to get experience and level ups working. Let me explain. Game wise, there are 2 relevant data types for this discussion: "SpawnedCharacter" And "CharacterDescription". The game have a CharacterDescription for every character in the roster, but the SpawnedCharacter data is only created when you take the characters into a mission run. For example, when you take Nera and Bianca to a dungeon run, the game only have 2 SpawnedCharacters, one for Nera and one for Bianca, even though there is a CharacterDescription for all three characters.
To make the long story short, I original thought I can just re-purpose the existing code that deal with SpawnedCharacters for experience gain and level ups, but turns out that is a flawed assumption. I had to do more work than anticipated to implement the new stuff that worked directly on the CharacterDescriptions.
Anyways, this is not a big problem, because much of the base management work is focused on dealing with CharacterDescriptions in the first place. Because in a base, SpawnedCharacters does not exist!
So I had to start certain work earlier than first planned. As a result, I decided that for next patch, to focus on earning experience and level up working first, and leave the other mechanics to a future build.

Earning experience and leveling up will be available in the next patch! In this post I'll first describe how the works, and then talk about some implementation stuff that you can skip if not interested.
Earning experience is fairly straight forward, finish up a mission and you'll now see this End Of Mission screen showing what you have earned (instead of instantly switching to the base screen)

In the base screen, there are two new additions. The first is the resources tab located on the top right that shows you how much Credits and how much Essence you have available.
The second is the Roster view located on the right. In there you get a condensed view of all the characters you have. Under each portrait, there is an experience bar, when that is filled to full, the bar changes to a "Level Up" button which allows you to select which upgrades you want for the character.

This is what the upgrade screen looks like. You get to choose one out of the three randomly presented options. If you don't like the choices, you can spend Essence to reroll. However, do note that currently, there is a limited number of choices implemented and rerolling too much may not do anything. Choices not taken have a chance to show up in future level-ups as well.
In addition, there will be a full respec option in the future so feel free to experiment.



Next I am going to talk about some implementation details. Can skip if not interested.
I have underestimated the amount of work to get experience and level ups working. Let me explain. Game wise, there are 2 relevant data types for this discussion: "SpawnedCharacter" And "CharacterDescription". The game have a CharacterDescription for every character in the roster, but the SpawnedCharacter data is only created when you take the characters into a mission run. For example, when you take Nera and Bianca to a dungeon run, the game only have 2 SpawnedCharacters, one for Nera and one for Bianca, even though there is a CharacterDescription for all three characters.
To make the long story short, I original thought I can just re-purpose the existing code that deal with SpawnedCharacters for experience gain and level ups, but turns out that is a flawed assumption. I had to do more work than anticipated to implement the new stuff that worked directly on the CharacterDescriptions.
Anyways, this is not a big problem, because much of the base management work is focused on dealing with CharacterDescriptions in the first place. Because in a base, SpawnedCharacters does not exist!
So I had to start certain work earlier than first planned. As a result, I decided that for next patch, to focus on earning experience and level up working first, and leave the other mechanics to a future build.
-------------------------------------------
Enlit3D is very active and i am sure he get this game done one day. And that Day he make the Muscle Buster a submission hold i come back. Or the day i can buy the final game. I will not pirate the final version, this game deserves respect.
 

Mustang Flex

Member
Oct 24, 2017
457
1,065
Gameplay still feels a little clunky. But not in any one specific way I can pin down. The grid and how to play the game not being the most intuitive and not explained might be part of it. While I'm not the most thrilled that all the maps are a single open room, but it's early enough in development to hope for some variety. Another plus, whether it's because of less demanding scripts or something, or the dev's finally learned what optimization is, it runs far better than HRT. Which made one of my gaming laptops actually struggle to run the damn thing unless I made it look like shit.
 

dr_maricon

Newbie
Jan 9, 2019
70
128
Tried newest version, barely any H. Left disappointed. Older games were way better.
It has the same H content as the erlier versions, with a few more poses :/... If you are refereing to the fact that you have a hand with no H attack at a given point, you can spec your characters that way.
 
3.60 star(s) 11 Votes