- Dec 5, 2020
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thanks to a anonymous source who wishes to remain unnamed, I have the 0.4.0.1, wish them thanks mentally!
MEGA
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MEGA
What's diffrent with this version?thanks to a anonymous source who wishes to remain unnamed, I have the 0.4.0.1, wish them thanks mentally!
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MEGA
What's diffrent with this version?
Edit: Fixed a misquote[0.4.0.1 Update]
1. Fixed an issue where an error would occur when clicking on the village after clicking on the burrow.
2. Fixed an issue where Oni would not give birth to humans.
3. Updated to version 0.4.0.1
So far it seems like men only spawn on low notoriety level; higher levels spawn more mobs, remove the men and add nuns. The dudes also always despawn when beaten, so no capturing them.Of note while surfing the Assembly-CSharp.dll file for new additions, seems like there is a Man character class, and in the character folder, a Man character with Slave assigned. Haven't played much (been busy), so can't confirm if they are capturable as of yet. They also don't have any sex animations listed.
I imagine they might be capturable at a later date, or bred for some reason, as they were given a unique (copied from their initialize), but simple, inheritance for features rather than a blank/empty method. Honestly, if people wanted for some reason to have man be capturable, all you would need to do is write a capture chance into them. They'd be mostly useless and probably buggy as hell (the slave deploy doesn't check genders, so male pregnancy is technically possible, but they likely couldn't give birth), but possible. Other than having a longer fetal growth time, and no conception chance, they have a unique sex time (nothing shares it at base). They aren't even a copy of the Player1 (which does imply the shota is/was Player0, btw) data.So far it seems like men only spawn on low notoriety level; higher levels spawn more mobs, remove the men and add nuns. The dudes also always despawn when beaten, so no capturing them.
{
"PrototypeId": "Woman0",
"Id": "Woman0_VillageB",
"Trait": ["Health1", "Damage1", "ConceptionRate1"],
"TraitChance": [50, 35, 10, 5],
"Gold": [3, 7],
}
Having a quick poke through myself, there's a few other things I have noticed that might be relevant for future updates.Of note while surfing the Assembly-CSharp.dll file for new additions, seems like there is a Man character class, and in the character folder, a Man character with Slave assigned. Haven't played much (been busy), so can't confirm if they are capturable as of yet. They also don't have any sex animations listed.
The Slave deployment bit doesn't check for male vs female, but the conceive function does check to see if they are female. No Mpreg is a hardcoded feature.They'd be mostly useless and probably buggy as hell (the slave deploy doesn't check genders, so male pregnancy is technically possible, but they likely couldn't give birth), but possible.
If you checked out the UI entry, it shows a mockup with 2 normal Woman camps and one for Sisters, so I assume the Sister camp was the one that got cut, not the doubled up Woman camps.Having a quick poke through myself, there's a few other things I have noticed that might be relevant for future updates.
There's art assets for a sister settlement that is unused. I'd guess that it was originally intended that one human settlement was to be normal warriors and the other one be for sisters, but it was decided to just make them both normal warrior camps near release?
Color Code 6 = #855D4A is used in Goblins and Shortstacks as well. It refers to the loincloth on them. Same for Orcs. It's that lighter brown.Colour code 6 is used for orcs and onis, but I haven't tested to see what it actually corresponds to. Maybe teeth?
The Skill Tooltip is not properly pulling (at least for Orcs) from the multiplier. Tested it by manipulating Multiplier values. Code also shows that the damage is Base * Multiplier/100.The Orc has a skilldamagemultiplier of 100%, which is at odds with the tooltip that says it does 150% damage on the jump attack. Has anyone tested this to see if it works properly?
Yeah, I just meant that the seating for Surrogates doesn't check, yeah. Not sure if the interaction gets funky and assigns pregnancy or not through some shenanigans. I'll make male's capturable to test if it'll break weirdly.The Slave deployment bit doesn't check for male vs female, but the conceive function does check to see if they are female. No Mpreg is a hardcoded feature.
Maybe it's possible that eventually we will see male children from player+slave? They could then either be pressed into combat, or possibly exist as some kind of non-breeding slave for some other function around the burrow or simply sold.
The men do also have portraits though, so I guess that's another implication they might eventually end up being capturable? Unless the devs have some plan for humanoid portraits appearing elsewhere, such as a diplomacy system or visiting traders...
I made a little mod that...Is it now possible to do a single male only run for this?
Scripting to add color variations. I've the red goblin color from past tests, can port that out. Otherwise it'll take a bit of playing to get decent color combos.Does anyone know how I can get monsters with other colors? Like a red goblin???
filter function, the occasion(extremely rare) case a crit was huge that it would return text to Japanese and the also rare giant enemy crashYou must be registered to see the links
0.4.0.2 is come out... I think there are too many bugs.
man i just download 0.4.0.1 Update now wait for next version as update.You must be registered to see the links
0.4.0.2 is come out... I think there are too many bugs.