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October 30, 2018

V4.8.2 MOAR FIXES

Download LINK.

 Changelogs:

    - added another check to floor the EXP numbers when using reset_potion

    - fixed the trade item display bug that shows sell price to be 25% (bugged) instead of 20% (correct)

    - units placed on devices now have an "invulnerable" tag - I believe this is the cause for several crashes

    - fixed a crush when AI decides to grab an enemy that is in the selfH animation

    - reduced lewd gas damage by ~1/3

    - "lunge" ability preptime increased from 0.4s to 0.6s

    - fixed an animation flag not set properly, causing several animations to be off the mark. Noteably, boob_fondle

    - updated the pathfinding portion of AI somewhat - this should help against several keep running at a wall/ not moving things when the target is placed on a device

    -       this issue here is that the tiles the device is on is marked not traversable which cause the pathfinding to not return a path

Also added an appendix to the modding guide that includes ids for game items and some additional references. You can take a look in the google doc HERE.

It is also replicated below in case something happens to the google doc:

UIDs as of v4.8.2

Traps:

  • “trap_spike”

  • “trap_tripwire”

Devices:

  • “wooden_horse”

  • “pillory”

  • “cross”

  • “pole_hook”

  • “wall_hole”

  • “cage”

Equip Slots:

  • “head” (the equipment)

  • “top”

  • “bot”

  • “arm”

  • “feet”

  • “back”

  • “weapon”

  • “hair”

  • “tail”

  • “unit_head” (the head mesh itself)

  • “unit_body”

  • “unit_penis”

Hair Ids:

  • Use the “hair_change” item in game

Body Ids:

  • “female_body”

  • “male_body”

  • “goblin_body”

  • “goblin_body2”

Unit Head Ids:

  • “female_head”

  • “male_head”

  • “goblin_head”

Item Ids:

  • Refer to data/_base/item_data.json

Tail Ids:

  • “kitty_tail”

  • “wolf_tail”

Flask Ids:

  • “gas_flask”

  • “flash_flask”

  • “impact_flask”

Unit sliders (the [“appearance”][“sliderValues”] parameter) :

  • Refer to “customize body shape” option in game, although those are names rather than ids, but it should be easy to map which is which:

    • “height”

    • “build”

    • “head_size”

    • “butt_shape”

    • “hip_size”

    • “waist_size”

    • “waist_len”

    • “boob_size”

    • “torso_size”

    • “shoulder_width”

    • “arm_thick”

    • “arm_len”

    • “hand_size”

    • “leg_length”

    • “hip_sep”

    • “thigh_size”

    • “leg_size”

    • “feet_length”

    • “feet_width”

  • There is also “size” under [“appearance”] which is just an overall size/scale of the unit. Eg. 

“appearance”: {

        "size": 0.95,

        "sliderValues": {

            "build": [1.0, 1.1],

            "head_size": [1.0, 1.2],

            "height": [0.77, 0.87]             

        }

}

AI abilities:

  • “pounce”

  • “cast_curse”

  • “place_trap”

  • “lunge”

Some stats of existing enemies for reference: (again, as of v4.8.1)

Bandit:

     "stats": {

        "HP": 25,

        "SP": 35,

        "TP": 0,

        "MSPD": 0.7

    },

Ludas:

    "stats": {

        "HP": 450,

        "SP": 50,

        "TP": 200,

        "MSPD": 0.9,

        "CHA": 5,

        "STAGGER": 70,

        "UNIQUE": 1

    },

Barbarian:

    "stats": {

        "HP": 150,

        "SP": 80,

        "TP": 50,

        "MSPD": 1.02,

        "UNIQUE": 1,

        "MIG": 3,

        "DEX": 2

    }

Goblin Fodder:

     "stats": {

        "HP": 20,

        "SP": 40,

        "TP": 0,

        "MSPD": 1.15,

    },

Knight (futa): 

     "stats": {

        "HP": 50,

        "SP": 60,

        "TP": 0,

        "MSPD": 1.05,

        "MIG": 5,

        "CON": 15,

        "STAGGER": 20

    },