Not that I know of. There is a menu you can use to choose which functions it handles, but that's it. No choosing where the go and what exactly they do.is there a mod that makes the pixie system better? like adds more customization to their behavior? its kind of annoying working around their stupid behavior right now
I haven't verified if the hunger mechanic is in either of them, but I can quickly run them and see if they do. I distinctly remember playing the dev versions with the mechanics I described fully functional, but only the posts about adjustments and their eventual removal remain. The versions I wish I still had were 0.3, 0.5, and 0.8 as they were substantial jumps and ad changes made in them that could have been useful. I hope the demo is early enough to at least have the hunger mechanic, but 0.7 may have had it removed by then. I don't remember which version saw the axing of these mechanics.
EDIT: OKAY. Fantastic news. Both of these have the original mechanics! They both have the original hunger, gem, essence, and gold systems completely intact and functional. 0.7 also has the auto rooms mechanic there as well. I didn't think 0.7 even had it, I thought they axed it way earlier. Can't believe I lucked out finding these. Also, it's amazing seeing the game from its first playable version (the demo) to a nearly finished dev version months before release (0.7) to the finished game now. Might have hit a gold mine here. Playing 0.7 gave me some whiplash because it's similar to the finished product but also so vastly different in the way it plays.
Just a warning if you're going to play/dig through the Demo. This did not have English added as a language yet, so it's text is only Japanese or Korean.
Here's a summary of items that 0.7 has that the final game doesn't, not including stuff like missing races of slaves or monsters as they were not developed yet:
- Full Hunger System
- Gold is only used to buy slaves and monsters
- Gems as a resource to build rooms and restore on a timer (so no room spam)
- Automatic Versions of all Underground Rooms that directly interact with slaves
- Pixy system is non-existant (fuck yes)
- Death matters more. Slaves can either be revived or used to gain essence (recycled)
- Contracts are harder to complete, but longer timeframes to complete
- Contracts continue endlessly (at least as far as I can tell)
Glad to hear that. I’ll test it myself a bit later.I haven't verified if the hunger mechanic is in either of them, but I can quickly run them and see if they do. I distinctly remember playing the dev versions with the mechanics I described fully functional, but only the posts about adjustments and their eventual removal remain. The versions I wish I still had were 0.3, 0.5, and 0.8 as they were substantial jumps and ad changes made in them that could have been useful. I hope the demo is early enough to at least have the hunger mechanic, but 0.7 may have had it removed by then. I don't remember which version saw the axing of these mechanics.
EDIT: OKAY. Fantastic news. Both of these have the original mechanics! They both have the original hunger, gem, essence, and gold systems completely intact and functional. 0.7 also has the auto rooms mechanic there as well. I didn't think 0.7 even had it, I thought they axed it way earlier. Can't believe I lucked out finding these. Also, it's amazing seeing the game from its first playable version (the demo) to a nearly finished dev version months before release (0.7) to the finished game now. Might have hit a gold mine here. Playing 0.7 gave me some whiplash because it's similar to the finished product but also so vastly different in the way it plays.
Just a warning if you're going to play/dig through the Demo. This did not have English added as a language yet, so it's text is only Japanese or Korean.
Here's a summary of items that 0.7 has that the final game doesn't, not including stuff like missing races of slaves or monsters as they were not developed yet:
- Full Hunger System
- Gold is only used to buy slaves and monsters
- Gems as a resource to build rooms and restore on a timer (so no room spam)
- Automatic Versions of all Underground Rooms that directly interact with slaves
- Pixy system is non-existant (fuck yes)
- Death matters more. Slaves can either be revived or used to gain essence (recycled)
- Contracts are harder to complete, but longer timeframes to complete
- Contracts continue endlessly (at least as far as I can tell)
put the angel slave on the brothel on a room that only religious people will come, so that she will give birth to a angel with +1 demonic
then continue with the brothel or make the new angel with +1 demonic breed with a goblin or orc
now to remove the "sacred" essence you need to put the slave on a enhanced tentacle room with "+ sacred essence" to make the room absorb it
then you will have a angel with +9 demonic to breed in the brothel or in your home
0.7 has a full english translation so that one should be fine. It's the Demo release (0.1.11b) that is only in Korean/Japanese.Glad to hear that. I’ll test it myself a bit later.
As for localization: I’ll compare lines with a release version to see how many of them are identical. If “localization add” system is implemented already for 0.7, there’s really nothing to stop us from making an english localization file. Or, if it wasn’t implemented yet - just edit lines for existing files.
That’s indeed a great find, since it’s on mono and most codelines should be written in english anyway.
I’m an amateur with code and stuff, so I’ll just hope modders who work with BepInEx will look at these early versions.
I think she needs to have 9 demon, and her partner has to be a human.Thanks for the help, but the Angels stop being born( Can't get the devil
is your version of the complex breeding mod the latest?Thanks for the help, but the Angels stop being born( Can't get the devil
Well, I checked 0.7. Playing release version since ~1.2 only, and now seeing this one is... overwhelming.0.7 has a full english translation so that one should be fine. It's the Demo release (0.1.11b) that is only in Korean/Japanese.
The old UI is definitely something they improved heavily on for release and I agree that trimming down the mechanics was beneficial for ease of play. It would have been nice if they had introduced new mechanics based on what difficulty you select for a new game. For example, Easy would be release MBM. Normal would add gems as your building resource and cap room spam. Hard would add Hunger. And Insane would add the harder and limitless contracts.Well, I checked 0.7. Playing release version since ~1.2 only, and now seeing this one is... overwhelming.
At one hand it's a shame they "dumbed down" it a lot, but on the other hand I think they made a right choice to make it a lot more "user/player friendly".
Now, that's just my opinion and it shouldn't matter for people who prefer pre-release version. What matters for me is what's inside the game's archive and data structure/assets. And oh boy, there's a lot to look at:
- Code base seems to be almost completely different. And it also seem to contain so much stuff. One thing I'm seeing right away just looking at monster code - different types of body hair in different areas... Oh, and now I have no idea if any of that can be helpful/possible to port in release version as I originally wanted to check.
- Art style is different. I'm also seeing some "ryona" material. And maybe some earlier concepts, can't say for sure because I didn't follow early development/blog posts about MBM so it's all-new for me. I'll attach some assets from main .asset data file so you can take a look.
- UI. *sigh* Honestly, I'm glad they changed it, that was "overwhelming" part for me in 0.7. But again, just my opinion, so it doesn't matter.
Bundle assets graphics container in 0.7. Now, here's a thing. At this point I think this ran on a different Unity engine version. Plus, I'm kinda at loss of words about data compression, let me explain:
Bundle assets which contains streaming assets type of graphics are shipped with a standard "LZ4-like" compression. So, when you unpack them in release version what you end with is data with total size of ~650 mb (more with DLC) that's your full uncompressed package in release version.
Now, want to know how much size is 0.7 unpacked data? 3.07 GB
View attachment 2668222
From what I'm seeing just in main data file, Spine version was still 3.8.99 before they made a jump to version 4.0.61 which is their current version for MBM.
Now, to see if Spine data is different I'll need to do further unpacking. Let's just say I'll be very surprised if there's no old leftovers and all of this size boils down just to a very effective data compression in release version.
EDIT 1: Yep, I'm already seeing HAIR STYLES for Goblins.
Now for graphics which are I mentioned from main .assets files:
View attachment 2668228
Lovely.
I decided not to insert a lot of images into the post, but you can check attached files bellow.
Well, if there's an asset which can be used for all monster animations, I can try to port it over in release version. Like, you know, fuck that "Futa" goblin I shown before (and it's quite buggy and hard to implement with workarounds), now I want to implement these different nose/ear types for V3 maybe. Not sure about body hair types, though.The old UI is definitely something they improved heavily on for release and I agree that trimming down the mechanics was beneficial for ease of play. It would have been nice if they had introduced new mechanics based on what difficulty you select for a new game. For example, Easy would be release MBM. Normal would add gems as your building resource and cap room spam. Hard would add Hunger. And Insane would add the harder and limitless contracts.
The most interesting things to me are the Warehouse, Angel, and this version of Amilia. There was no mention, as far as I can tell, from any of the dev blogs about what these were for. They may have been scrapped for time or were early concepts that never saw fruition. It seems that this version of Amilia might have been tied to the Corrupted/Lewd/Negative assets as a way to mold her personality. Amilia's design didn't change at all from the Demo (0.1.11b) to release, so this is an interesting find.
The Warehouse twins are also very interesting to see. They got far enough to finalize some form of design for them, considering they were completed before the Sheep Twins were even implemented in the game. Maybe the Sheep Twins evolved from these Warehouse girls. Might have been an early concept for how to get rid of dead slaves before they brought Rune and the morgue into the game. Side note, I wonder what the angel could have been. Seems more like a placeholder than an asset drawn by the artist, but maybe it was also tied to the unused "Corruption" states in someway?
I remember the monster's hair being a part of the original designs and implemented in the actual game for quite some time during the early dev versions. I don't know when they were axed, but some of the blogs still have WIP animations with various body hair styles for orcs and goblins.
Kinda smacking my head still for not saving the other versions because who knows what secrets could be uncovered through those, but this has been eye opening.
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.Well, if there's an asset which can be used for all monster animations, I can try to port it over in release version. Like, you know, fuck that "Futa" goblin I shown before (and it's quite buggy and hard to implement with workarounds), now I want to implement these different nose/ear types for V3 maybe. Not sure about body hair types, though.
And I'm only starting to look through 0.7 spine data with unpacking. I'll definitely check that and 0.1.1 release later.
Now I think that my goal for V3/later ones will be to bring over these scrapped parts for additional character customization.
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.dont remember if i had the tits mod on or not but i do have the complex breeding and incounted a bug. i opend the unit list and moved over to the monster tab an realized when i scroll down it isnt moveingthe list down. then when i went to close it it wont close and i cant click any of the other buttons. not even the options for save and loading. then the night went to day but the screen for profets and costs of units didnt pop up and every one became invisable AND the day night thing at the top stayed as night instead of turning day. View attachment 2668793 quick edit: just loaded my last save that was on the 20th day "didnt realize i went 3 days with out saveing" and the bug happens every time. not that i ever go to the mosnter tab in the units menu and this is the first time iv goneto that tab but figured id say something about this. not sure if any one would want the save file for it to look at butim not sure how i do that unless its just drag and drop the file into the txt box here
ya this is a new game i started and not a old one i played before moddingI 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.
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.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.