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June 21, 2025

Heroine Rumble 2 v0.32 - voice over customization and much more!

Download HERE.

New Heroine Rumble 2 patch is here! This is a pretty big patch, bringing over all the relevant improvements made in the Scuffed Dungeons to Heroine Rumble.

This is a polishing and refining patch. The sound and audio system is improved and now it is possible to refer to audio files via file path instead of going through the (potentially) cumbersome sounds_xxx.json system.

Because of this, there is now an easy method for players to customize (optional) audio triggers in the reaction dialogue system as shown below:

Secondly, there are new sports themed outfits:

Plus the two outfit sets in Scuffed Dungeon:

Damaged outfit layer preview:

https://www.youtube.com/watch?v=QMIQmjMhxD8&ab_channel=Enlit3D

The grab QTE system that was voted in for.

Higher fame rank and higher level exhibition opponents.

Lots of things that was requested by modders.

And many many bugfixes!

Changelog:

  • Added 2 new outfit sets: "witch_dress" and "light_armor", they come in multiple pieces, can be mix and matched and customizable

  • Added new sport-themed outfit pieces: "croptop_female", "highrise_leggings_barefeet_female", "highrise_leggings_female", "casual_shoes_female", "loose_tshirt_female", "sport_shorts_female", "tanktop_female" and "casual_shorts_female"

  • Added 2 new outfit slots: "COAT_TOP" and "COAT_BOTTOM"

  • Added experimental feature on the "witch_dress_skirt" to only collide with leg and waist colliders

  • implemented the grab QTE system that was voted for

    • press and hold ATTACK/SPECIAL/GUARD to start incrementing the bar

    • release the button to test against the yellow zone

    • if failed, reset progress to 0%

    • if successful, set progress to 100%

    • can hold it all the way to end for the same previous behavior

    • bar increment speed no longer linear(constant) as there was a comment that would be too easy

    • hitting reversal sweet spot zone gives 100% reversal chance (maybe change this later)

  • Added (optional) reaction dialogue voice over (as in sound, audio) customization

  • Added new "female_voice1" voice id that includes reaction dialogues with voice overs

  • To test out the voice over system, newly randomly generated characters have a considerably higher chance to get "female_voice1" compared to the rest

  • .effects .PlaySound can now use new .audioFile to directly play sound from file instead of requiring to define a new sound id via sounds_xxx.json first.

  • Added announcer voice lines

  • Added ding ding ding sound effect on pin

  • Added sound effect when using Signature grabs

  • Added plap plap plap or schlick schlick schlick sound effects when applying grab damage

  • Default character dialogue lines now no longer gets selected if the character has at least a single custom reaction dialogue trigger.

  • Inserting new custom reaction dialogue trigger now only copies up to 3 random default lines in instead of all

  • Custom voice customization now use audio file path instead of sound id as well

  • Added new Dresser feature: outfit preview tab that allows you to see what the outfit looks like when damaged

    • the thresholds, 100%,50%,0% are dynamically generated based on the outfits you are wearing

  • Added "Random Outfit Folder" and "Random Cards Folder" buttons in Import Export tab to (maybe create) and open the special folders in File Explorer.

  • Added new fame rank, "Renowned" and "Famous" that unlocks even higher level opponents

  • Fixed issues with "corrupt_pg_magical" not transitioning properly

  • Fixed the pp growing "animation" during "corrupt_pg_magical_finish" not working

  • Embarrassed character now have their own attack when embarrassed: "embarrassed_shy_attack", this attack is meant to be crappy

  • Random character now have their n*pp*e color influenced by their skin color

  • Random character randomized grab choices are now influenced by whether they have PP or not

  • Fixed grab reversals being possible on Signature Grabs

  • Fixed Signature Grab properties being reset after grab transitions

  • Removed the Signature Grab auto execute at <35% max health

  • Signature Grab now has effectively a x4 damage multiplier instead of x2.5 before

  • Grab QTE sweetspot is now easier

  • Added dump file creation when failing to save to help identity potential issues with saving

  • Parry window reduced to 150ms from 250ms

  • Parry now uses all user stamina

  • Renamed AdjustableSlot Id "band_thigh_L" to "band_thigh_l" to fix naming inconsistency

  • Fixed grab "ff_side_mount_finger_v" target feet being posed too low into the ground

  • Reduced the sound volume of "vibration_vroom" sound

  • Custom Pose selection can now always select PARTNERED_ANIMATION grab type

  • Fixed applying rope and other restraints to characters with weapon equipped not blocking their auto attacks properly

  • Randomly selected color is now more likely to be more saturated

  • Increased the lighting intensity in outfit icon generation and preview

  • Fixed the "punish_powerbomb" grab playing animation too quickly

  • random_char_cards criteria changed to exp spent on level ups instead of total exp accumulated

Modding:

  • GrabDatas .descript is now displayed on the grab info hover-ui.

  • Added game_config_xxx.json file (example in /data/_versusmode/) for editing some previously hardcoded variables, including damage of individual grab types

  • Added GrabData .damageReceivedMultiplier for .victim and each .attackers

Comments (6)

L
Llewellyn · June 22, 2025

When using PLEASURE grabs, There are frequentry where the pleasure/climax gauge does not increase and the HP gauge decreases instead(TEASE/FINISH grabs will increase the pleasure/climax gauge as usual). This occurs for both base game grabs and grabs added by MODs.

E
Enlit3D · June 22, 2025

Download the hotfix.

苏
苏 苏 · June 21, 2025

Is it normal for me to encounter a bunch of errors every time I start the game? Although the game can still continue to run, it is prone to crashing, with an average of one crash per 10 battles

苏
苏 苏 · June 21, 2025

An error has occurred ! A dump file ending in . dmp is created in the app directory . Send the file to the developer for debugging

M
Maximus · June 21, 2025

During the game, a tutorial teaches that certain fighters can only be defeated using a final attack, which is triggered by filling a special gauge. This creates the expectation that more powerful enemies will appear later on, requiring specific conditions to be met in order to defeat them. This mechanic suggests an increase in both difficulty and combat depth, forcing the player to adapt. However, this idea is never brought up again throughout the rest of the game, and at no point does it become necessary to use that mechanic to defeat another opponent. Will this feature be expanded upon in future updates?

E
Enlit3D · June 21, 2025

Some players were confused on how to finish that match, so now enemies with that trait takes reduced damage at low health values unless hit by a signature grab.