burserk

Newbie
Mar 14, 2019
91
19
I can only say about Tits mod, because I made it and tested it on my end with old saves/playing the game from fresh start: I STRONGLY RECOMMEND TO START A NEW GAME TO AVOID ALL SORTS OF BUGS.
Caps, because I know there's some nasty bugs that can happen after you apply the mod and load an old save.

CBM is really an uncharted territory for me. I'm thankful that my mod can work alongside with it, thanks to a compatibility patch made by Memacile but as for play testing it myself... guess I just got used to simplicity of the base game.
ya this is a new game i started and not a old one i played before modding
 

Ilbrya

Newbie
Mar 22, 2022
55
54
Bug: I found that the Over excitement race trait isn't reflected in the Orc's sex time. What's shown is 45 seconds, but actual sex time is 23 seconds.

With that race trait and a 5 second maximum sex time, one could get an Orc to breed in just 3 seconds max, faster than werewolves.

1685722057171.png
 

Krongorka

Active Member
Sep 22, 2017
676
2,325
I think this discussion has gotten so big that we may need to move this over to the mod thread lol. I'll repost the links over there so that the focus can be on that topic and not clutter this thread. One last note, I'll try to search to see if there's any chance some of the other dev versions survive through other means because I am genuinely curious if anything is still available or salvageable from those older versions. I'll do my own asset ripping and decompiling and let you know if anything comes out of it.
No need to worry about it, really. After all, until you brought this up I had no idea game was in this state. So I would like to thank you again and also talk about it some more.

For starters, here's a "big discovery". It's big enough for me to ask you/people on this forum to try and find any pre-release version after 0.7.0 and up to release.
So here's what I found: some time prior to release/on release game definitely switched engine versions, changed a lot of stuff internally and also downgraded texture quality. Yeah. I doubt that a lot, if anyone, noticed that. But it finally answered my question while I was working with textures: "Why these have some visible image artifacts, signs of compression, color banding even?". Well, simply because up to some build, prior to release, texture format was "RGBA32 (RGBA 32 bit)" and when it switched to "DXT5" and "DXT5 Crunched". Probably that alone added some level of compression to all assets. So what I'm looking at 0.7.0 are better quality assets. Not by resolution, mind you. Just without compression artifacts. I'd love to see if I can use that to upgrade release version even a little bit, if current engine version allows to use RGBA32. That's the first thing and a request to community, I guess. There's already lots of stuff which I can use from 0.7.0, but I'd like to have as much "HD" assets as possible.

Second thing, obviously, is monster customization. Orc and Goblin spine and customization system were fairly well implemented, to be honest. Maybe to them it looked a bit stupid and just bothersome to implement for each Unique Girl in the game. Remember: each girl+monster combination requires to build a separate skeleton and spine controller as well. So, as I understand it was axed just for simplicity. I made a funny spine demos for both of them with a "3 frames - switch body parts":

MBM-GoblinScene2FromV07PreReleaseCustomization.gif MBM-OrcScene1FromV07PreReleaseCustomization.gif

As far as I can tell, 0.7.0 was about to axe goblin customization, so I'm using his version from 0.1.1. Orcs in 0.7 still have their full original assets it seems. That's a second thing I wanted to show.

Now, for other graphics. Follow up to previous post with Amilia "concept art", I found out a lot more:

Bianca:
bianca_1-CAB-f049572089ad103e5599d055e57adf6a--7412076007870546429.png

Rune's concept?
rune_1-CAB-f049572089ad103e5599d055e57adf6a--1563282460100364040.png

And now things are getting a bit crazy. Hidden under a spoiler:

You don't have permission to view the spoiler content. Log in or register now.

And also attached some of Rooms designs/concepts. Theres' a lot to look at in pre-release assets, especially how rooms looked prior to final design.

Now, what I can do about all of this? Well, let's see:

- I want to test non-compressed graphics on a release version to see if it works and gives a bit more clarity.
- I want to see if it's possible to bring some customization for goblins and orcs back. A lot of code base for monsters was removed, so that will require a lot of work and even more workarounds. Maybe not worth it in the end. But hell, why not?

As a reminder: always keep old versions of the game you're supporting. No one, even developers, can tell if something will be changed during a development.
 
Last edited:

Rocke498

Newbie
Jan 29, 2023
21
13
No need to worry about it, really. After all, until you brought this up I had no idea game was in this state. So I would like to thank you again and also talk about it some more.

For starters, here's a "big discovery". It's big enough for me to ask you/people on this forum to try and find any pre-release version after 0.7.0 and up to release.
So here's what I found: some time prior to release/on release game definitely switched engine versions, changed a lot of stuff internally and also downgraded texture quality. Yeah. I doubt that a lot, if anyone, noticed that. But it finally answered my question while I was working with textures: "Why these have some visible image artifacts, signs of compression, color banding even?". Well, simply because up to some build, prior to release, texture format was "RGBA32 (RGBA 32 bit)" and when it switched to "DXT5" and "DXT5 Crunched". Probably that alone added some level of compression to all assets. So what I'm looking at 0.7.0 are better quality assets. Not by resolution, mind you. Just without compression artifacts. I'd love to see if I can use that to upgrade release version even a little bit, if current engine version allows to use RGBA32. That's the first thing and a request to community, I guess. There's already lots of stuff which I can use from 0.7.0, but I'd like to have as much "HD" assets as possible.

Second thing, obviously, is monster customization. Orc and Goblin spine and customization system were fairly well implemented, to be honest. Maybe to them it looked a bit stupid and just bothersome to implement for each Unique Girl in the game. Remember: each girl+monster combination requires to build a separate skeleton and spine controller as well. So, as I understand it was axed just for simplicity. I made a funny spine demos for both of them with a "3 frames - switch body parts":

View attachment 2670701 View attachment 2670702

As far as I can tell, 0.7.0 was about to axe goblin customization, so I'm using his version from 0.1.1. Orcs in 0.7 still have their full original assets it seems. That's a second thing I wanted to show.

Now, for other graphics. Follow up to previous post with Amilia "concept art", I found out a lot more:

Bianca:
View attachment 2670706

Rune's concept?
View attachment 2670707

And now things are getting a bit crazy. Hidden under a spoiler:

You don't have permission to view the spoiler content. Log in or register now.

And also attached some of Rooms designs/concepts. Theres' a lot to look at in pre-release assets, especially how rooms looked prior to final design.

Now, what I can do about all of this? Well, let's see:

- I want to test non-compressed graphics on a release version to see if it works and gives a bit more clarity.
- I want to see if it's possible to bring some customization for goblins and orcs back. A lot of code base for monsters was removed, so that will require a lot of work and even more workarounds. Maybe not worth it in the end. But hell, why not?

As a reminder: always keep old versions of the game you're supporting. No one, even developers, can tell if something will be changed during a development.
hello nice to see developer has some early design they could have put it in the game
 

Krongorka

Active Member
Sep 22, 2017
676
2,325
Isn't the Goblin 3D concept quite literally just the old Clash of Clans goblin CG?
Unconventional reference material, I have to admit.
And "Standing broker" is a character from "Teaching Feeling" game as well, the one who sells clothes.

Well, I just gotta add that all of these weird references wasn't in 0.1.1 files. It's all from 0.7.0 which is weird.
 

Krongorka

Active Member
Sep 22, 2017
676
2,325


"We are aiming to release the 0.1 version around August"
"The 0.1 version will feature three characters: a dwarf warrior who plays the role of a tanker, an elf archer who deals repeated damage, and a human priest who uses healing.
Race and occupation are fixed.

In the previous work (MBM), the newborn baby grows as time passes, and then breast milk is used to grow the body shape, but in this work, I would like to apply this in reverse.
We plan to breastfeed and grow the newborn, and the shape will grow with the passage of time and accumulation of experience."

NPCs:
image-web2-800.jpg

Warrior Types
image-web-3-800.jpg

Man.... why not adding a 4th one with a milf or gilf
Same reason as with MBM. Add more stuff - more work, need to consider more character poses and stuff. I believe that's why orc/goblin extended customization was cut from MBM in the first place. If you're talking about more growth states - yeah, that's just more time and resources to spend.
 
Last edited:
Jul 26, 2020
303
724
Same reason as with MBM. Add more stuff - more work, need to consider more character poses and stuff. I believe that's why orc/goblin extended customization was cut from MBM in the first place. If you're talking about more growth states - yeah, that's just more time and resources to spend.
Yeah, i know... I'm just complaining for the sake of it tbh, it's just that is weird how a lot of japanese games have lolis or barely adults girls and hardly ever have more mature women.
I know there are some games with more focus on that but ,idk, it always feels like a missed opportunity.
 
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xfto

Member
Dec 1, 2019
121
148
i also would like them to work on MBM a bit more and add more to what they already delivered instead carving out a whole new thing...
but its the same as always, for example poring made "attack it! devil legion"a pretty interesting game but instead of working on the balance and more levels/characters theres always this point in development where people realize they made a mess they cant fix anymore and start anew...

but god damn the stuff complex breeding alone brought to the game...real shame they switched to a new project too :/
 

Rocke498

Newbie
Jan 29, 2023
21
13
hello when i try to tranlate the ci-en website of applepie google is unable to tranlate it doesnt do anything
 

Krongorka

Active Member
Sep 22, 2017
676
2,325
Okay, so a bit of an update on Tits mod "Missing outline issue":

I can tell that it won't be fixed completely until there's a proper working mipmaps solution, but it really doesn't help with gameplay when you can't see highlighted character's parts. So here's what I come up with as a possible workaround: highlighting shadow texture only. When you point the cursor on character, their shadows gets slightly darker, like in original and on click there's a subtle green tint instead.
Here's a short video demonstrating two characters with an applied workaround (girl) and current V2 non-fixed (woman):

View attachment MBM-WorkaroundForOutlinesIssue-crf16.mp4













Any thoughts? I can make this a slightly more noticeable, but then shadow texture will be 'whiter'. As I said, it's a workaround to just get a visual indication character is selected with a currently broken system.
I also can implement it in such way:

Option 1: Whole shadow usage.
ImplementationOption.png

Option 2: Part of the shadow as outline.

ImplementationOptionV2.png

Like in original - Green is selected, Orange is when character is not selected, but pointed on and white-ish is not selected or pointed at all. It just depends on the alpha channel intensity I'm going to think about before implementation for the next release of the mod.
 
Last edited:

erixstyle79

Newbie
Aug 30, 2021
23
49
i also would like them to work on MBM a bit more and add more to what they already delivered instead carving out a whole new thing...
but its the same as always, for example poring made "attack it! devil legion"a pretty interesting game but instead of working on the balance and more levels/characters theres always this point in development where people realize they made a mess they cant fix anymore and start anew...

but god damn the stuff complex breeding alone brought to the game...real shame they switched to a new project too :/
It would've been cool to see the dev build modules off MBM like sending your carefully bred monsters out to pillage for shit but alas, the porn game of my dreams is a long way off.
 
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Rafss

New Member
Mar 27, 2018
13
4
I recently got the complex breeding mod and I got a question regarding essence.

To meet the requirements for birthing certain species do I have to have the essence on the monster or on the girl or both?
 
4.50 star(s) 104 Votes