Unity Completed KoboldKare [2024-03-26] [Naelstrof]

3.60 star(s) 20 Votes

catsdino

Active Member
Aug 6, 2019
899
438
Reason why dev hasn't done much this month/no april update.
Makes sense. I hope the dev reads here and adds better movement options and a slower timescale before night since they made the map bigger.

Not having bunny hop kills the game in this state.
 

HomelessSoul

Newbie
Jul 6, 2017
44
60
Makes sense. I hope the dev reads here and adds better movement options and a slower timescale before night since they made the map bigger.

Not having bunny hop kills the game in this state.
Bunny hop is still in the game, its just closer to source engine bhops where you have to manually press and air strafe yourself. You can also easy fly around the map by grabbing any of your own body parts and using the scroll wheel to try and move it away from yourself
 

catsdino

Active Member
Aug 6, 2019
899
438
Bunny hop is still in the game, its just closer to source engine bhops where you have to manually press and air strafe yourself. You can also easy fly around the map by grabbing any of your own body parts and using the scroll wheel to try and move it away from yourself
You are correct but you cannot do that and carry stuff back with you. Dying when carrying back supplies is annoying knowing you can't go out because the hand of fate will reach out and pull you to hell
 

EyRei

New Member
Mar 2, 2021
10
26
New Update 20.5.2021


  • Terrain and grass was vastly optimized, terrain details no longer render in reflection probes or Mirrors. This was an improvement of 30ms during reflection probe updates. And slight performance increase on mirrors. Terrain will have some mismatching layers while we clean up some of these broad optimizations.
  • Jigglebones and softbody physics now run on a partial fixed timestep, should keep them looking consistent at low framerates.
  • Graphics memory footprint reduced by around 400mb by deleting unnecessary shaders.
  • Decal system rework and optimization, I had an epiphany when I realized GPU's automatically solve memory fragmentation problems. Don't optimize when you don't have to! Now it's stupid simple and stupid fast to decal basically everything in the game. (Except terrain, terrain is impossible to decal due to how hardcoded they are into Unity...)
  • Added a seed extractor! It barely works, but it serves its purpose well enough as I focus on some other aspects.
  • Added seeds and plant types for every type of fruit, most of them are stand-ins, though they work! I bet you can figure out where you get the seeds.
  • Items now have big indicators that help you find them in grass or in trees, finding fruit has never been easier!
  • Reduced the scale of lots of the farm so it's a little more sane, it's probably going to take a few more passes to get the scale of things dialed in.
  • Physics animations now use derivatives of the animation curves to figure out their velocities. They're much more sharply animated now-- though the hands still flop around. This'll probably be tweaked for quite a bit more until I get happy with it.
  • Fixed GenericInflatables from being unable to translate or rotate jiggleboned bodies (balls now properly drop when they get bigger).
  • This is a big one: Kobolds can now have equipment, and they have equipment slots. All dildos are now equippable dicks.
  • Customization options from the main menu has been pared down, customization is now primarily a gameplay and loot feature. If options have been removed that you wanted, you'll have to find the corresponding customization feature within gameplay.
  • 4 new kobold dildos, all being equipment that can just be plopped on by any Kobold that tries to "use" them.
  • Construction hardhat, and nipple piercings as equipment. Currently cosmetic, though it opens the path to lots of other kinds of cosmetic customization!
  • All equipment can be found as loot by exploring the world for chests. Keep an eye out for them!
  • Penetrators' shader has been upgraded to do some bezier curve adjustments to make them look malleable, and to correct for misalignment. This also allowed for physics constraints to be loosened, it looks and feels pretty good. Though probably will be iterated on continually as I learn more about it.
  • Networking refactor: It's only half way done, but I realized I probably shouldn't be over-optimizing things by writing custom events and managing the cache myself. Most of everything has been converted back into basic Pun observables and RPC calls. Player configuration is now done through Pun's PlayerCustomProperties feature. The few things that haven't been refactored are still pretty unstable. (Animation stations, and attachables like flasks). Over the next couple days it should get better and better as I get more familiar.









 

Scyllia

Newbie
Nov 26, 2018
18
30
Here's a bunch of mirrors for that.

workupload:
anonfile:
pixeldrain:
 
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Lindazana

Newbie
Sep 16, 2018
88
105
New map is interesting, but the day/night cycle needs to be extended to make up for the new size. Adding treasure chests is an eat little exploration option, and I love the equipment effects of the shoes. I can't tell if anything else actually does stuff though. I can't find any way to give npc kobolds the findable dicks or other equipment though. I also have no idea how to make growth juice, or what heart-juice does.

Speaking of hearts, they need to be rarer. One hard breeding session in the bedroom makes like, 6 of them. That then have to be carried, one at a time, to the dumpster to prevent clutter.

I also am unsure of just what was done, but the home-sex animations look so so bad now and goofy. It's like something out of Gmod, not a porn game. How am I supposed to take on the roll of a size-queen kobold-rancher if my partners knees embed in the floor, their hands are a foot away from me, and their dick has to bend in half to insert (this is for the bed scene, specifically)? It also appears that fluid containers have far less capacity than they used to, and are more awkward to refill?
 
3.60 star(s) 20 Votes