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Oct 2, 2022
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Been tinkering/datamining a bit more, partially to see what the colour types mean but also seeing if some of the dummied out variables do things.

Firstly, there's race="0" on the humans. Changing it to "1" gives the characters elf ears, but the assets are quite incomplete and so they only have elf ears in a couple of animations and revert to human ears most of the time. I have no idea whether this is a sign that humans and other humanoids will partially share assets (like MBM) or if it is a relic of early development or a copy+paste of MBM code that will be phased out eventually.

Secondly, there's a tits="0", which if changed to "1" causes their breasts to turn invisible on some animations and remain as normal on others. Similarly, the tits' sizes option may be a MBM mechanic ported across or if it is a sign of greater variety further down the line.

I should probably load up dnSpy on MBM at some point so that I can see which parts are ported from MBM's assembly scripts...

Regarding the colours:
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Also, it is possible to still dump .cs files into the scripts folder and it will preferentially read those over the main .dlls. This might be default unity behaviour though, so some people might not be surprised.
If you go back a page or two, there was concept art featuring Elves and Dwarves. So while it could be remnants of code, I think it might be a precursor for when they are implemented. If memory serves, the Sacrifice mod many people use shares similar origins. It's interesting to theorize about, though. I wonder if you can change the goblins to red like you can with the shortstacks using the .CHARACTER editing trick...
 

FluffyRaKu

Newbie
Jan 2, 2023
52
73
If you go back a page or two, there was concept art featuring Elves and Dwarves. So while it could be remnants of code, I think it might be a precursor for when they are implemented. If memory serves, the Sacrifice mod many people use shares similar origins. It's interesting to theorize about, though. I wonder if you can change the goblins to red like you can with the shortstacks using the .CHARACTER editing trick...
I know about the elves and dwarves, I was theorising more about how they are going to be implemented with regards to animations and assets and the like. Currently, the regular women and the Sisters are kept very separate in the files with their own animations and art assets. However, these code pointers could imply a more universal humanoid template, with individual visual traits (like pointed ears) being switchable via code. The more modular universal template would make further developments simpler as new combinations would be trivial to stitch together (which would also make potential modders happy) but having each race/class combination be fully separate creates less risk for animation clipping and means there isn't a worry on how to get everything to work with everything else.

Regarding changing goblins' colour, that's not possible via changing the character files. The Shortstack colour shift was only possible because their colour inheritance script is wacky. However, speaking of scripts, this brings me to:

ANYWAY...
Still no news on how to use the "Script" folder?
You use it with the .cs scripts, which are the C-sharp plugin scripts. In older versions, the character initialisation and inheritance scripts were included in there, but the latest version has them instead baked directly into the main assembly .dll files. But you can still drop .cs files into there and it will read them, with the .cs files taking precedence over the original .dll file. Currently, basically the only things in the character scripts are the colours (both initial and inherited) and some weirder half-finished variables that I mentioned in my previous post. I've not tested it properly, but I'd guess that you could put all sorts of scripts in there to overwrite game behaviour.

Attached is a zip containing a copy of the goblin script copied from the .dll file and put into its own .cs file. If you put it into the scripts folder, it should make all your goblins red as I just copied the red Shortstack colour scheme onto the regular goblin's script. If you are interested, the .cs file can also be opened up with a simple text editor like Notepad if you want to play around with the colours yourself, although you will need some knowledge of how Hexadecimal numbers work if you want to change things. With a bit more tinkering and playing around with the inheritance part, it would be quite possible to do more complex things. Technically, you can do all this with something like dnSpy without using the scripts folder, but obviously it is easier for tinkering if you can do it with a text editor, particularly if you are just changing some numbers around.
1728341568940.png
If you look at the older versions of the game, like the ver 2, there were more complex inheritance rules on goblin colours though. Specifically, their skin colour was a mix of their father's skin and their mother's hair, while their eyes were a mix of their parents' eyes. This is how people got the various colours of goblins in the older versions that aren't possible in the current ver 3. I am somewhat curious as to why they have simplified them though, whether it was just to simplify things during Alpha when then added the Shortstacks with a plan to reimplement the mechanics later or whether they have some plan to use colour inheritance in some more discrete capacity.
 
Oct 2, 2022
289
236
The color inheritance in the older versions of this game is the same as MBM, but the Stat inheritance is carried over in the current patch. As far as colors, this isn't a request or anything, It's just idle thoughts. I'm an odd person who wants to have Monsters different colors based on their role. For example, Melee goblins are red, archers green, and shortstacks come in whatever color their father was, with the exception of the player. It would make the easier to identify at a glance, and let you tell them apart in the breeding room without having to select them. Also, still waiting for merfolk monsters and monmusu. Maybe if I chatter about it enough, we'll get spellcaster mermaids. >v<
 

vyquaquay

Newbie
Aug 17, 2019
45
7
I know about the elves and dwarves, I was theorising more about how they are going to be implemented with regards to animations and assets and the like. Currently, the regular women and the Sisters are kept very separate in the files with their own animations and art assets. However, these code pointers could imply a more universal humanoid template, with individual visual traits (like pointed ears) being switchable via code. The more modular universal template would make further developments simpler as new combinations would be trivial to stitch together (which would also make potential modders happy) but having each race/class combination be fully separate creates less risk for animation clipping and means there isn't a worry on how to get everything to work with everything else.

Regarding changing goblins' colour, that's not possible via changing the character files. The Shortstack colour shift was only possible because their colour inheritance script is wacky. However, speaking of scripts, this brings me to:



You use it with the .cs scripts, which are the C-sharp plugin scripts. In older versions, the character initialisation and inheritance scripts were included in there, but the latest version has them instead baked directly into the main assembly .dll files. But you can still drop .cs files into there and it will read them, with the .cs files taking precedence over the original .dll file. Currently, basically the only things in the character scripts are the colours (both initial and inherited) and some weirder half-finished variables that I mentioned in my previous post. I've not tested it properly, but I'd guess that you could put all sorts of scripts in there to overwrite game behaviour.

Attached is a zip containing a copy of the goblin script copied from the .dll file and put into its own .cs file. If you put it into the scripts folder, it should make all your goblins red as I just copied the red Shortstack colour scheme onto the regular goblin's script. If you are interested, the .cs file can also be opened up with a simple text editor like Notepad if you want to play around with the colours yourself, although you will need some knowledge of how Hexadecimal numbers work if you want to change things. With a bit more tinkering and playing around with the inheritance part, it would be quite possible to do more complex things. Technically, you can do all this with something like dnSpy without using the scripts folder, but obviously it is easier for tinkering if you can do it with a text editor, particularly if you are just changing some numbers around.
View attachment 4109977
If you look at the older versions of the game, like the ver 2, there were more complex inheritance rules on goblin colours though. Specifically, their skin colour was a mix of their father's skin and their mother's hair, while their eyes were a mix of their parents' eyes. This is how people got the various colours of goblins in the older versions that aren't possible in the current ver 3. I am somewhat curious as to why they have simplified them though, whether it was just to simplify things during Alpha when then added the Shortstacks with a plan to reimplement the mechanics later or whether they have some plan to use colour inheritance in some more discrete capacity.
How long ( days in game ) will it take so we could make this red goblin? And can I ask for how we get the tentacle girl in the screen at first page? Can we use the human for battling and can the shortstack impregnate?
 

flannan

Engaged Member
Dec 15, 2022
2,238
2,204
How long ( days in game ) will it take so we could make this red goblin? And can I ask for how we get the tentacle girl in the screen at first page? Can we use the human for battling and can the shortstack impregnate?
No. Nothing you've asked about is in the current version.
Red goblins used to have 1 in 10 chance of being born (so if you're lucky, on the first day), but in the current version, they just don't happen. It is not clear what are the developers' plans about colors.
Rune the demoness is not in the game at all, but I think they will add her later.
Shortstacks are not futa, and can't impregnate others. But "you" can impregnate shortstacks to give birth to shortstacks or humans. I do not expect this to change in future versions.
 

FluffyRaKu

Newbie
Jan 2, 2023
52
73
How long ( days in game ) will it take so we could make this red goblin?
Red goblins are currently impossible in the latest version without modding. The red goblin in that screenshot is using the script file in the attached zip file and putting it in the game's scripts folder, which then makes every goblin into a red goblin. It was literally just a proof of concept mod I threw together to show how to use the script folder in the game (and to show it does indeed work) and how to mod colours around.

If you load up an unmodded save with the new modded script though, old goblins and their offspring will remain green and only the enemy goblins that are freshly generated will be red; effectively, you will have isekaied your green goblins into a red goblin world if you use an old save.

Older versions of the game are a different story though. Goblins used to have a bit more variety.

Red goblins used to have 1 in 10 chance of being born (so if you're lucky, on the first day), but in the current version, they just don't happen. It is not clear what are the developers' plans about colors.
Was that a ver 1 thing? In ver 2, the goblins mixed their father's skin colour with their mother's hair colour, which is also how people bred white goblins using the Sisters with their white hair. Specifically, the script for their colours in ver 2 was:
Code:
            fetus.CopyColor(father);
            fetus.SetSkinColor(Ut.CombineColors(mother.GetHairColor(), father.GetSkinColor()));
            fetus.SetEyeColor(Ut.CombineColors(mother.GetEyeColor(), father.GetEyeColor()));
The color inheritance in the older versions of this game is the same as MBM, but the Stat inheritance is carried over in the current patch. As far as colors, this isn't a request or anything, It's just idle thoughts. I'm an odd person who wants to have Monsters different colors based on their role. For example, Melee goblins are red, archers green, and shortstacks come in whatever color their father was, with the exception of the player. It would make the easier to identify at a glance, and let you tell them apart in the breeding room without having to select them. Also, still waiting for merfolk monsters and monmusu. Maybe if I chatter about it enough, we'll get spellcaster mermaids. >v<
Yeah, I do wonder which of those values can be read during the fetus generation stage. I have little doubt that eventually the devs will make colour inheritance do something for goblins, but It'll ultimately come down to a design decision on their end on how they implement it. If I get some time at some point, I might try tinkering with things though...
 
Oct 2, 2022
289
236
How long ( days in game ) will it take so we could make this red goblin? And can I ask for how we get the tentacle girl in the screen at first page? Can we use the human for battling and can the shortstack impregnate?
Tl;Dr what you asked was either not implemented yet, or requires some tweaking with game folders.

Human women normally can't fight. By tweaking the character files, it's possible to make the game register them as Monmusu, allowing you to deploy them in which case, they will use the same attacks that they had as enemies, but the sisters lose their ability to heal.
The problem is that when you change women into Monmusu in the games files, they stop being able to move into monster breeding rooms, since Monmusu can't breed with regular monsters.
If you have a human woman already in a room with a goblin, and then change the women into Monmusu, they can breed together and cause a glitch to occur where the mothers will give birth to red Shortstacks, but the male goblins remain green.
You can change characters stats and labels in those folders to alter the stats of any new character of that type (including the player if you start a new save) and revert then back with no huge issues, but not only are you prone to crashing if you get to carried away, but all stats have a hard coded cap as to how high or low you can make them.
 
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Oct 2, 2022
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Also, to anyone else who was curious, turning Monmusu into slaves and breeding them with goblins works once. There are no animations, the goblin seems to be winked out of existence and both become trapped in the room. You might be able to remove them if you use the unit menu, but I closed and reverted it once the first baby was born since the human women work as well for breeding and there was no animation.
 
Oct 2, 2022
289
236
Also, to anyone else who was curious, turning Monmusu into slaves and breeding them with goblins works once. There are no animations, the goblin seems to be winked out of existence and both become trapped in the room. You might be able to remove them if you use the unit menu, but I closed and reverted it once the first baby was born since the human women work as well for breeding and there was no animation.
Alternatively, turning the player into a monster allows the player character to enter the lower breeding rooms, but there is no reason to since they still only birth human women and can't access the bedrooms that they use normally since monsters can't enter them.
Overall the only tweak you might make is to turn Women into Monmusu if you *really* want that red shortstack and then turn them back, or if you want to customize some numbers like damage and conception rate. Just know, any changes to base stats you make will be applied to both friend and foe.
 

vyquaquay

Newbie
Aug 17, 2019
45
7
Tl;Dr what you asked was either not implemented yet, or requires some tweaking with game folders.

Human women normally can't fight. By tweaking the character files, it's possible to make the game register them as Monmusu, allowing you to deploy them in which case, they will use the same attacks that they had as enemies, but the sisters lose their ability to heal.
The problem is that when you change women into Monmusu in the games files, they stop being able to move into monster breeding rooms, since Monmusu can't breed with regular monsters.
If you have a human woman already in a room with a goblin, and then change the women into Monmusu, they can breed together and cause a glitch to occur where the mothers will give birth to red Shortstacks, but the male goblins remain green.
You can change characters stats and labels in those folders to alter the stats of any new character of that type (including the player if you start a new save) and revert then back with no huge issues, but not only are you prone to crashing if you get to carried away, but all stats have a hard coded cap as to how high or low you can make them.
Red goblins are currently impossible in the latest version without modding. The red goblin in that screenshot is using the script file in the attached zip file and putting it in the game's scripts folder, which then makes every goblin into a red goblin. It was literally just a proof of concept mod I threw together to show how to use the script folder in the game (and to show it does indeed work) and how to mod colours around.

If you load up an unmodded save with the new modded script though, old goblins and their offspring will remain green and only the enemy goblins that are freshly generated will be red; effectively, you will have isekaied your green goblins into a red goblin world if you use an old save.

Older versions of the game are a different story though. Goblins used to have a bit more variety.



Was that a ver 1 thing? In ver 2, the goblins mixed their father's skin colour with their mother's hair colour, which is also how people bred white goblins using the Sisters with their white hair. Specifically, the script for their colours in ver 2 was:
Code:
            fetus.CopyColor(father);
            fetus.SetSkinColor(Ut.CombineColors(mother.GetHairColor(), father.GetSkinColor()));
            fetus.SetEyeColor(Ut.CombineColors(mother.GetEyeColor(), father.GetEyeColor()));


Yeah, I do wonder which of those values can be read during the fetus generation stage. I have little doubt that eventually the devs will make colour inheritance do something for goblins, but It'll ultimately come down to a design decision on their end on how they implement it. If I get some time at some point, I might try tinkering with things though...
No. Nothing you've asked about is in the current version.
Red goblins used to have 1 in 10 chance of being born (so if you're lucky, on the first day), but in the current version, they just don't happen. It is not clear what are the developers' plans about colors.
Rune the demoness is not in the game at all, but I think they will add her later.
Shortstacks are not futa, and can't impregnate others. But "you" can impregnate shortstacks to give birth to shortstacks or humans. I do not expect this to change in future versions.
Tks guys
 
Jan 6, 2018
62
102
Was that a ver 1 thing? In ver 2, the goblins mixed their father's skin colour with their mother's hair colour, which is also how people bred white goblins using the Sisters with their white hair. Specifically, the script for their colours in ver 2 was:
Code:
            fetus.CopyColor(father);
            fetus.SetSkinColor(Ut.CombineColors(mother.GetHairColor(), father.GetSkinColor()));
            fetus.SetEyeColor(Ut.CombineColors(mother.GetEyeColor(), father.GetEyeColor()));


Yeah, I do wonder which of those values can be read during the fetus generation stage. I have little doubt that eventually the devs will make colour inheritance do something for goblins, but It'll ultimately come down to a design decision on their end on how they implement it. If I get some time at some point, I might try tinkering with things though...
From Ver 3.0.1
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Considering that the fetus has the attached overall character ID, I'm pretty sure every datapoint is read for each type.

If you all want to deploy women to battle, I've attached a script file that modifies the Stockade to add || type = "Slave" and tested it. Worked in ver 3.0.1, as it seems the only check for if a character can enter the room or not is if they are able to take a seat.

You can put the Nuns/Healers in the tower position, but they seem to target enemy units for the 'Heal' animation if they do it properly at all.

Edit Post 0.4.0 ver release, Stockade no longer works as of now. They've added in at least three layers of redundancy to prevent Slaves from visiting the Stockades (and being added to Parties). It'll take more than just this file as of now.
 
Last edited:

dgghdh

Newbie
Nov 3, 2019
25
4
Is it just me or are the babies hard to birht or something? I started a run 5 times and they would just not come out
 

Shadesishere

Well-Known Member
Modder
Dec 5, 2020
1,639
12,491
Is it just me or are the babies hard to birht or something? I started a run 5 times and they would just not come out
.....
I refuse to believe people don't use their eyes...

do you see anything new? is there anything that wasn't there before?
just in case it REALLY needs to be spelled out : Look Here

you aren't the first to ask this question, but at this point it's beginning to get tiresome.

*edit* In fact, can we get the pic I use in the linked post added to the OP? might help people...
 
Jan 6, 2018
62
102
So, decided to peak into the code a bit more. . . small findings that I may be somewhat incorrect on.

Nuns/Healers or anyone incoming with a heal attack type currently cannot heal except enemies.

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So, Nuns/healers can do damage, but never heal you. If this is the only bit that matters.

Also, unless I'm mistaken, you can't initialize Goblins based on attack types, or any other data since it is being set in the same function/call. I could very well be blind/tired, since I am also being blind to, among other things, where in the world they determine the initial setup/allotment of Bow vs Melee Goblin.
 
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