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Another small Versus Mode build to fix issues with projectiles collision radius and adding the much requested "AI will now continue play with the opponent after the battle ends" feature.

CATC 7.942 download HERE.

Versus 4.144 download HERE.

Changelog:

Fixed FireProjectile .projRadius not working

Fixed a bug that cause projectiles to despawn after casting animation ends (was only suppose to be for melee attacks)

Further reduced climax bar reduction upon grab-end

Fixed the size change and slider change cheats not working

AI will now continue play with the opponent after the battle ends

On CATC side of things, this is a "transition" build with the goal of including all the previous improvements made in Versus Mode patches and it's own bugfixes. As discussed previously, the next actual CATC build will be substantially different. This build might be a little buggy because I have not thoroughly tested the new CATC features in the "old" CATC mode.

Changelog: (from 7.941)

Added GrabEffect .autoPickGrab flag to designate whether or not that grab allows user grab selection or automatic grab selection when hit

Added GrabEffect .grabFilter to control which grabs to pick when .autoPickGrab is true 

Adjusted auto grab replacement ranking function to account for the .grabFilter above

Added .grabFilter for melee-range InflictLust effect 

Added .scalingFactor for GrabEffect effect, this affects debuff strength, which determines the likihood of landing grabs (checked versus Resistance)

Added .grabStrength for GrabEffect, GrabSwitch and GrabReversal effects 

GrabSwitch and GrabReversal are now not always successful. Instead, they have a .grabStrength value. 

GrabReversal now increases the escape progress by its .grabStrength, if the escape progress is fully filled, then the Reversal occurs 

GrabSwitch now decreases the target escape progress by its .grabStrength, if the escape progress is emptied, then the GrabSwitch occurs

Cards with no matching grab effect now converts into GrabRelease when user is grab attacker

Cards with no matching grab effect now converts into GrabEscape when user is grab target

Cards can now have custom animation to play built-in

Melee InflictLust effect now tries to grab the target if target is already in a grab. This is to make InflictLust effect progress naturally: cause target lust builtup -> target selfie grabs -> grabs target

Melee InflictLust now tries to do a grab encore if the grab effect above fails 

Removed the stun-effect (Break) through damage mechanic

Added a new stat: Resistance to replace the old DisableResist stat

    - this stat protects versus grabs, disabling status effects and attachment/restraint effects 

    - this stat can be decreased via normal or lust damage, in addition to when resisting the protected effect above

Added .scalingFactor for InflictStatus effect, this affects debuff strength, which determines the likeihoold of landing disablingEffects (checked versus Resistance)

Added experimental InflictStatus scaling from stats

Added .scalingFactor for InsertAttach, this affects the restraint strength, which determines the likehood of landing InsertAttach effect and the strength/hit points of the restraint

Added .scalingFactor for RemoveAttach, this affects how quickly the restraint can be escaped

The "new" animation-altering restraints such as tied-up now works for CATC as well

Grab target in a grab can no longer use RemoveAttach effect until freed from grab

Tweaked auto grab replacement:

PLEASURE grabs now prefer to replace into a compatiable grab rather than STRIPs if target has outfit on

FINISHER grabs now prefer to replace into STRIPS if target has outfit on

Having outfits on now prevents certain bodily fluid leaking effect until taken off

Effect indicator should now stop stacking on top of each other when multiple effects are applied at same time

Fixed the "Removed <Status>" indicator uses the applying-status name rather than the removed-status name

Changed the status effect icon colors

Added particle and sound effect when a unit is summoned

Fixed a bug with AI not able to join into threesomes 

Fixed a bug causing temp outfits to be lingered pass the grab duration due to the grab target ending a grab with animation

Pleasure Grab type now have no lust requirements

Reduced Finisher Grab type lust requirements to be the previous Pleasure Grab type requirements (much lower now)

Char customization now supports 2 per ARM/LEG attachments instead of 1 

Char customization Export now reads from sliders set in unit_data first and then from saved unit inst data (if applicable)

Added 3 "markings" outfit sets under customization->Attachments, these are expected to use a naked or near-naked character

Added new card effect: ConditionalEffect, that is more powerful and flexible than the existing .conditionalCheck system for InflictDamage and InflictStatus effects

The starting characters now have fixed personality traits

Fixed personality traits defined in UnitDataInput not working

Fixed personality trait assignment midpoint off by one

Recruitables are now refreshed whenever you successfully complete a mission

Randomized personality trait are now even more likely to be in the middle rather on the extremes

Reduced the melee/range attack penality of brave/cautious but also reduced their bonus to melee/range attacks

Supply Raid and Resource Extraction now requires 10 and 15 turns to pass before they will spawn (forgot to change it back from debugging)

BODY and HEAD slots are now no longer blacklisted for character save/loading (affects savefiles, import/exports, etc.)

Changing HAIR_BACK now removes the old (full) HAIR type outfit as well

Body slider changes during customization are now no longer saved until the Save button is pressed

Fixed Importing causes the character data to be overwritten, even though the Save button isn't pressed

Exporting file location now have default extension: ".png"

Rendering:

Fixed the red-silhouette bug that is affecting certain players

Added .attackerCanHave field to designate grabs that can be used by futas offensively such as cowgirl

Updated relevant grabs with  .attackerCanHave field

Added import and exporting character appearance with png images during character customization

Outfit choices are now sorted by unlock state first then sorted by name alphabetically

Grab choices are now sorted by unlock state first then sorted by name alphabetically

Fixed a bug where GrabData .durationMultiplier did not decrease the grab damage per tick. (So changing .durationMultiplier does not change overall damage dealt, use .damageMultipier for that)

Fixed grab "mf_d***_from_behind" missing animation data for attacker.

Added new MMF threesome: Splitroast Bellyup

Added new FM finisher: Amazon Style

Added new FM pleasure: Titty Fk

Added new FM pleasure: Foot Job

Added new Punish grab: Beatdown

Added new Grab .targetCanHave: field to designate grabs that can work on futa characters

Added .targetCanHave field to many grabs

Futa characters are now designated as having both V and P (may need fresh save)

Added scrollbar support for character customization to start allowing for more than 8 units in roster

The "Saved Camera Angle for Grab" now no longer pops up

Hidden the other p**** choices in outfit customization beside the male version and the futa version

Fixed a crash when a character has more than 8 grabs defined

p****_futa is now slightly larger and now also grow and shrink

Added body reactions, including blushing, tears of joy, drool, wetness, these effects are applied dynamically based on character's physical and mental state

Added a flaccid and an erect state for cocka

Flaccid state and erect state now supports interpolation. (So its not a binary on/off but there are in-betweens)

Climaxing in a grab now grants AFTER_GLOW status for the target

AFTER_GLOW status is now considered a full disable effect and will prevent any action from being taken

characters with AFTER_GLOW status takes no damage from lust and climax effects

Single loop grab damage multiplier increased to x6 from x5

Removed the "stripped" standing and walking animation - have some other ideas for it

Fixed the outfit attachments displaying incorrectly on slots > 1 in outfit customization on freshly spawned units without any modification

Added sound effect and particle effects to the wrestling grabs that was missing them

Cleaned up outfit customization options for males

Fixed a bug with grab selection ui that may have caused problems

Updated the attacker p**** bone position in wrestling grabs so there is less p**** clipping

Implemented grabs that can partially restraint the target

Implemented grabs that can place the target onto a device

Added 2 new grabs, "restraint_tiedup" in /_base/grabdatas_restraints.json and "spawn_device_magic_binds" in /_base/grabdatas_json.json to make use of the new features

Added new surface parameter: Reflectance - this parameter represents the amount of light a non-metallic object reflects when looked at heads on. It is based on the real life parameter IOR (index of reflection).

Fixed TrailParticle not displaying at all

Added initial internal support for customizing Emissive color type (not available in-game yet)

Couple of graphic tweaks

Implemented a new Bloom effect algorithm

Modding:

added new command "reroll_personality"

"export_unitdata_json" now exports .appearances.mats field rather than .colors field. This allows for the correct handling of surface parameter like metalness etc

Some additional work on the json serialization to avoid exporting needless default/empty data

Files

Comments

JJ

Fullscreen support when? :P

Visitor

What the Hell is happening here? You are a working machine ! I cant understand everything because my english is not good enough but i see you working very much. Is the bondage still a thing? Maybe not much in the versus mode, sure, but in CATC it would fit. If you dont free bond lady and last one goes down she get captured. And a option for invisible ropes of the Ring in versus mode would be good.

PerBert

I don't know if I completely forgot how to play, but respect to public demo I cannot complete a single mission. My party is KOed not later than the fourth-fifth room, no matter what strategy I adopt (attack the strongest, weed the weaker before, keep distance). The amount of damage the party inflicts every turn is often from half to one third of any opposing party. Not to mention the bossess (which, to be fair, I was able to reach one time out of ten).

dinh huy

I have a critical bug on this CATC update, sometimes, when selecting a card without enemy within range, the cancel button does not show up and there is no option other than quit and loose progression of the mission.