MilesKiyaAnny

Well-Known Member
Jan 18, 2019
1,608
479
then deos that mean still not release as a mod for non computer programmer nerf can understand and easily. Again, not pointing where that post is
 
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flannan

Engaged Member
Dec 15, 2022
2,533
2,569
Bummer, I've been watching this game for over a year now hoping by now this would be a mostly complete game . I'll just keep an eye on this one since MBM is such a master piece.
Nope, the game is still far from completion. It is playable, but it mutates a lot with pretty much any update.

Wait, since when this game has bestiality?
The tags and much of the first page description are a lie. Only the main picture is true.

then deos that mean still not release as a mod for non computer programmer nerf can understand and easily. Again, not pointing where that post is
Nope, no packaged mods for you. Not until the game stabilizes enough that it's worth it.
 

Forogoton

New Member
Apr 13, 2024
1
0
On the code base front. A lot of the backend stuff has changed. The old traits are in the game's code, but the new method doesn't call/factor them in.

Color change stuff is a bit broken, only because they changed how statuses are added on new units and reworked the method slightly.

Here is a code dump from the .dll.

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I didn't quite understand how and what to do, I need to create a file.cs and write one of the codes in it and name the file according to the game files like Man, Player and Goblin? Or did I get something wrong?
 

GaleWhitehunter

New Member
Nov 1, 2018
3
2
On the code base front. A lot of the backend stuff has changed. The old traits are in the game's code, but the new method doesn't call/factor them in.

Color change stuff is a bit broken, only because they changed how statuses are added on new units and reworked the method slightly.

Here is a code dump from the .dll.

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Well after going back and forth seeing how it worked back in 4.0.4 and 5.0.1 I managed to get different color offspring working; it was a matter of avoiding the defaulting colors to "#FFFFFF" that was implemented in this new patch.

For Women, Sisters, Oni and Shortstacks you do have to have in mind they do have some "set.spine" variables to be added into the .cs file you create, otherwise the offsprings will be bald or colorless.
Goblin code provided below should work the same if you change values to Orc, but you do have to tweak it a little bit for female variants.

I also noticed the "Man" files for the enemy soldiers have "#RANDOM" for their color, but doing so for the monsters causes the game to crash, for some reason. Also, Shortstacks and Oni produce default color offspring no matter what code script you pull if they are crossed with the Player.

I'll see if I can keep digging.

imagen_2025-03-03_103242618.png

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