kuku555

New Member
Feb 20, 2022
13
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Here is the script for Version 6.0.4.
Start with added characters and increased stats. You can change the increased stats in the script.
I have tried adding character to existing rooms but it doesn't work. Decided to gave up it and create new rooms with characters.
If anyone wants a try to add character into the existing room, feel free to try. I left the details of the error in the script.

1758216789736.png View attachment Player.rar
 
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Jan 6, 2018
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The new method for traits is in Game.Manager.Character.dll, but it is still under namespace SeqScripts. The call should be CharacterManager.Instance.Addtrait(character Character, string TraitID);

That being said; I'm being either blind, an idiot, or maybe there just isn't a good way to get access to the class easily.
 

Tsygan_m249

Newbie
Sep 12, 2022
43
99
77
If anyone needs it, I have already tried to make a test build of the plugin and add a certain% performance enhancement to it based on the principle of inheritance of father and mother, I also tested it on elves, the idea turned out, the elves also managed to create their own .mix file and embed it into the game, you just need to debug the process itself and adjust the code itself, as much as I can't say how long it will take yet
 

kuku555

New Member
Feb 20, 2022
13
7
118
The new method for traits is in Game.Manager.Character.dll, but it is still under namespace SeqScripts. The call should be CharacterManager.Instance.Addtrait(character Character, string TraitID);

That being said; I'm being either blind, an idiot, or maybe there just isn't a good way to get access to the class easily.
I added the traits to the player1.character file and played for a few hours. From my perspective, the traits doesn't really do anything.

"Trait": ["Trait001:3", "Trait002:3", "Trait003:3","Trait004:3", "Trait005:3", "Trait006:3","Trait007","Trait008","Trait009", "Trait010", "Trait011"],
"TraitChance": [40, 30, 20, 10],
 
Jan 6, 2018
236
351
267
Here is the script for Version 6.0.4.
Start with added characters and increased stats. You can change the increased stats in the script.
I have tried adding character to existing rooms but it doesn't work. Decided to gave up it and create new rooms with characters.
If anyone wants a try to add character into the existing room, feel free to try. I left the details of the error in the script.

View attachment 5261039 View attachment 5261040
Sorry for the double post if it happens, the site didn't want me to quote so easily.

So, looking at the code, yeah, having something that inserts more rooms/characters in rooms every load will cause issues because rooms probably already exist.

And, couldn't you have just added characters not in a room, but to the list? Sure, you probably would still have issues where it improperly loads, or it might create a new copy on load, but adding them directly to list would surely be easier.

I remember doing it last time, but they've spread out the .dll data, so unless you mess with the .dll it gets messy.


I added the traits to the player1.character file and played for a few hours. From my perspective, the traits doesn't really do anything.

"Trait": ["Trait001:3", "Trait002:3", "Trait003:3","Trait004:3", "Trait005:3", "Trait006:3","Trait007","Trait008","Trait009", "Trait010", "Trait011"],
"TraitChance": [40, 30, 20, 10],
I mean, sure, but you also are grabbing traits that literally don't do anything as well in this version.
7-11 deal with Nation Map stuff that is missing from the build. Ten also had 3 levels. You also only have a 60% chance of having one trait on initialization.

Which, yes, maybe is missing the point, but I'm stating the feasibility of adding them in from a script in either case.

Also, from PlaySettings:
"TraitCountChance": [0, 40, 30, 15, 10, 5],

Traits both still exist and are referenced in the code. Trait values still are applied in places they were applied (when applicable). I can only tell you what I see programmatically. I might be missing some switch, but they haven't been excised.

I'm also not great at telling where about anything on the UI/cards. Partially because I don't want to put brainpower to it.

They still are supposedly passed on. Why they don't do anything is . . . odd, but I can't say I've cared to plunder the depths of this update. It is easy enough, with little passing on.

I mean, I could give people color changes that work, but I've had other priorities right now.
 

EarlvonSwift

New Member
Aug 31, 2021
6
11
62
I dunno, this update I think is good from a dev perspective but kinda lame from a gamer one.

Like

They god a lot done, and I can see they laid the foundations for a lot of cool stuff with the reworked defenses.

But the elves are barebones and don't really add anything new (and are functionally worse than base humans), and the campaign map being axed leaves the game with overall less content than before, at least for now.

Hopefully the next update fleshes out the void the recent cuts have made.

On the upside, its nice to have the meat sheild unit pair up, that way you can get rid of your genetic failures while still getting a tactical advantage out of it at least.
 

Yukihirou

Well-Known Member
Feb 4, 2018
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I went away for sometime and they re-do monster black market with combat ? Holy... interesting
 

Giahy

Newbie
Feb 1, 2025
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I survived 21 days and still can't catch SpellBalde? Can anyone tell me why? she just D*e
 
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Xypster

Member
Oct 21, 2019
221
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184
I survived 21 days and still can't catch SpellBalde? Can anyone tell me why? she just D*e
It's rng, you will get lucky eventually (when you defeat a woman there is a small chance that she will become capturable)
 

FluffyRaKu

Member
Jan 2, 2023
108
179
143
Interesting that we are getting a mounted enemy in the next update, as per the preview. Obviously we will be able to capture the knight herself, but I wonder if we will also have the option to capture the horse for use in breeding too?

MBM did have the bestiality rooms in the brothel with horses, after all, and we already have combination units in the game, the human shields and sex pillories, I could potentially see us having mounted goblins or something similar in the future. If they are willing to play around a bit with a customisation system, similar to the humanoids in MBM and the regular human/elf soldiers in this, they could also include a whole set of "horse-like" creatures that share most of their assets, such as Nightmares and Unicorns.
 

kyubic

New Member
Aug 22, 2024
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As a fan of their other game MBM, does this change things enough to justify putting lots of hours into it? As far as I can tell the only difference is a combat system?
 

Yukihirou

Well-Known Member
Feb 4, 2018
1,553
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As a fan of their other game MBM, does this change things enough to justify putting lots of hours into it? As far as I can tell the only difference is a combat system?
How can you say no to more content....
 

McHuman

Active Member
Nov 8, 2019
512
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Tho could just be a coincidence, noticed you capture more if beat w/ melee units
If I remember right, Orcs and Onis have a trait that increases the chance of capturing enemies. So not a coincidence if by melee units you mean Orcs/Onis.
 
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flannan

Engaged Member
Dec 15, 2022
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As a fan of their other game MBM, does this change things enough to justify putting lots of hours into it? As far as I can tell the only difference is a combat system?
The game is very much in development, and doesn't have much content.
The differences in gameplay are quite apparent. The genetics system is quite different, for example.
 
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