SR 4.21 - rename to Heroine Rumble II next patch?
Download Here.
See this post for a summary of the new features.
A couple of things I didn't mention:
First base stats (STR,DEX,INT,WIL,CHA) now have actual bonuses. Their exact effects is still much in the air so I am not going to list what they do here. Compare to HR I and HRT where each level up gives extra base stats, this is NOT going to be the case this time. So the initial spread of stats have a bigger impact compared to HR I and HRT.
I also replaced the starting grab ability of every character to a weaker, slower version. The old quicker grab must be acquired via a level up selection.
I added a new currency called Fame. This is the orange star icon on top right. You acquire Fame by participating in matches. Once you acquire enough Fame, you will receive the next Fame Rank and acquire various bonuses. (Not in game yet)
Finally, I added back the events and dialogue system and locked the shop and exhibition customization behind certain level of progression. To unlock the shop, you'll need 500 credits. To unlock exhibition customization, you'll need 50 Fame.
If all goes to plan, next actual patch (not bug fixing patch) will probably rename this game to Heroine Rumble II, as I felt it finally has enough features and content to be worthy of it's name.
Changelog:
Added new mechanic - consumable items
Added new mechanic - stackable items
Added trading/shop mechanics to support trade between 2 Parties
Added bunch of UI improvements to handle above mechanics
Base Stats (STR, DEX, INT, WIL, CHA) now have actual bonuses (their bonus may change so not going to list them here)
New recruits now starts with randomize stats
Added in-combat dialogues - participants will say lines during combat
Can now pressed JUMP button (default I) to surrender a match when grabbed. This causes the AI to prioritize finishing the match(via pin) rather than continuing fooling around
Added Cancel button in color picker to reset color changes
Added a new grab_attempt ability that is slower and easier to interrupt than the previous default grab
Added a "Fast Grab" ability that is the same as the previous default grab, acquired via leveling up
Added exhibition match controls to influence what opponents you will get in random exhibition matches
Added game events system
Shop and Exhibition match customization is now locked at start and have to be unlocked:
500 credits to unlock shop
50 fame to unlock exhibition match customization
Exhibition opponents and recruitable will now reset on first load of this patch due to changes in save data
Random exhibition matches can now generate opponents with .defaultRecruitable == true rather than only the female recruit
NOTE: base game currently do not have any default-futa characters valid for random exhibition matches
Added hover-tooltip for the individual resources in the resource bar (top right)
Dragging start now executes on cursor movement rather than on cursor down to differentiate between dragging and clicking
Reduced base energy/mana regen rate by ~25% to make + energy/mana stat more desirable
Hitting an opponent with negative .bonusFlinchResist, eg using grab moves, causes extra stagger time
When acquiring a new ability via leveling-up, the new ability is now automatically assigned to a empty ability slot if available
Fixed bug that caused ai units not able to use abilities in certain configurations
Fixed stripped tails with alt colors not displaying properly in Simple Graphics mode
Fixed a bug that caused AI to not move backwards (and leading to behaviors such as standing there rather than grab)
Comments (2)
Would you ever consider adding custom victory poses that involve the winner and loser?
can you give an example, with pics preferably
