Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Zepeteus

11
Posts
5
Topics
1
Following
A member registered Sep 21, 2020

Recent community posts

Yes, I have the inks. It's also clear from the upgrade menu, that the beauty parlor isn't actually finished. The build counter is filled and the next phase isn't unlocked. I don't know if there is a level 2 for it anyway, but no other upgrade has behaved like this.

There isn't.

The game lets me build the beauty parlor, but when it's finished it doesn't work. It activates the tutorial for it, but there is no option to apply tattoos on characters. The upgrade menu shows the build meter as full, but the project disappears from the upgrade list like actually completed ones.

Currently when looking for which exp value to use from the soft_level_reqs list in variables.gd, the method checks first that there is a valid index:

if exparray.size()-1 < abs(growth_factor * variables.class_cap_per_growth variables.class_cap_basic):

It should be:

if if exparray.size()-1 < currentclassnumber

The current version causes the game to use the last number in the list if the growth variables are too large regardless of the actual number of classes

Of course, if one is fiddling with the variables one can always just make the list long enough to be bigger than the max number of soft_req classes, For anyone who wants fo use the fix above, in version 0.6.0b the method is found on line 90 in ch_leveling.gd and the relevant line is 99.

(1 edit)

The food.tick() is activated twice per tick in the latest version. It's called twice in tick() located in CharacterClass.gd. I removed one of the calls for myself.

Also when checking for the exp requirement the code checks the level reqs against the theoretical maximum, not the currentclassnumber so that if one raises the amount of classes per growth it automatically chooses the last (biggest) entry from the soft requirements list. I fixed this by replacing line 48 in ch_leveling with "if exparray.size()-1 < currentclassnumber:"

(1 edit)

Yeah. My version of the portraitpackeditor saves the portraits with lowercase hair colors, so that's how the mod is configured, but if one has portraitpacks with capitalized hair colors that'll fix it. It should check the lowercase versions too, but apparently that doesn't work.

Its up now in a new thread. It shouldn't require changes if you've used the old scheme, but I haven't really tested it, because I had already renamed my files before thinking about sharing my versions.

I made a post with it in the mods section.

(1 edit)

I haven't had time to thoroughly test these, but they should work and a quick test didn't reveal any problems. In addition to dealing with the change to Dark Elves/Drows/Tribal Elves I've made the randomportraits mod a bit more lenient with some capitalization which caused it to miss haircolors if used with the 1.2 editor. I've also added penis size as a variable to both the editor and randomizer. Plus some other minor tweaks. Remember to set your preferred weights in the randomportraits settings file if the randomization doesn't suit you.

These are both based on Kyler2's work and I just tinkered with them a bit, so all glory to him. I'll try to check this thread if there are some problems with my additions.

Download:

http://www.mediafire.com/file/i6wiq2lrtb2du7s/portraitstuff.zip/file

Oh, and if you still have your portrait/body directories with the old Elves, just rename the directories from DarkElf->TribalElf and Drow->DarkElf. You can do it with the editor, but it doesn't recognize Drow anymore (which you could change in the settings) and it's just much faster to rename the directories.

I got annoyed with some incompatible behaviour with randomportraits and PortraitPackEditor and ended up fixing those and then adding some small features. I would ask if their original creator is ok with me sharing them, but he doesn't seem to be active here anymore. While checking that, I also noticed that the game has been updated and it would probably take some extra work to make sure my versions are compatible, so I thought I'd ask if there is any interest in those updated versions and whether it's forth the effort for me to rework them for the updated version of the game.

The main thing I fixed was an inconsistency with uppercase letters that stopped many values set with the editor from affecting the randomization. I mostly made the changes on the editor side, but I also added some edits to the randomization that let me make the naming system a bit more secure and flexible. I also added a way to separate flat and small sizes for behinds and busts with the editor. And probably the biggest change to both components was an addition of penis size as a possible weight multiplier for the randomization. It's user configurable in the same way as the other weight multipliers.

If Kyler2 is still lurking here, I'd like to ask permission to update the randomportraits mod and the PortraitPackEditor tool. I already did it for my own use and was pleasantly surprised about how easy Kyler2 had made to tweak those. Especially by providing the source code for the editor. I'll post a thread in the mod section to check whether there is any interest anyway, but if Kyler2 has any problems with me sharing the edited versions, I'll of course keep my versions private.