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This is an experimental feature and I can easily revert to a grid-less mode if it ends up not working out. I am only going to continue with one version, either one with the grid and movement or a version without. Because certain effects depends on whether the game uses a grid or not.

This grid and movement system is a little different from the old CATC version: instead of selecting cards to move, every unit now gets one "free" movement per turn.

This is what it looks like: https://twitter.com/Enlit3D/status/1572462287218409472

The reason behind this is that I want to sped up the game pace and selecting-card-then-movement really slowed down the game. The reception to a faster game pace had been positive.

In the same notion, I decided against giving targeting control to the player units. Because during play testing, I found it to slow the game pace too much. Do keep in mind that in the grid and movement version, players do have some control on how the units move and attack. They, like the AI units, prefer targeting closer units than further ones. 

In addition of the grab and movement system, there are some pretty cool new features as well:

Import/Exporting grab selections (in H-lab) in a similar manner to dresser. The exported image may look something like this:

Expansion of the unit preview frame to allow the player to cycle between grab participants:

Changelog:

Added grid and movement - but instead of using cards to move, each unit now gets a free movement action per turn to move around

Added Import/Export for grab-selection (in H-Lab)

Added new feature that allows players to cycle grab participants in Unit Examine frame (accessed via right clicking on a unit)

New player troops now starts with randomized grabs

Grab damage now scales based on unit's lustAttack instead of the previous fixed 5 damage (so it deals less damage when lustAttack < 5 and more damage when lustAttack > 5)

When breaking out of grabs, victim lust clamp increased to 95% (from 50%)

Fixed Grab Encoring triggering on allies 

On successful grabs, units will now auto select a non-grab-release turn action (if possible) to prevent accidental grab releases.

Added "targetCanHave: P****" tag to grab D*** From Behind

Fixed the cheats "give_essence" and "give_credit" not working 

Balancing:

Reduced Monster Leader toughness scaling to 200% of regular mobs (from 250%)

Monster hp scaling reduced to 25% per level (from 30% per level)

Pump Up: now costs 2 AP, but only gives fixed +1 PHY_ATT

Defend Action: now scales with SPC_ATT (from PHY_ATT)

Vixen's Whispers to 2 AP (from 3AP)

Flame Nova scaling to 1.5 SPC_ATT (from 1.0 SPC_ATT)

Fireball scaling to 1.5 SPC_ATT (from 1.0 SPC_ATT)

Brace Charging effect scaling to 0.5 PHY_ATT (from 1.0 PHY_ATT)

Files

Comments

Le Rajah

This build is great so far. Best of both worlds. As for the summons, maybe that could be for dex scaling? More dex, higher minion stats?

Suzy_moo

This is vewy good. I like that movement isn't a card too.

Juffo78

I like the grid. It gives tactical options. And some cards make sense (e.g. spawn units, taunting). However, a run can take very long. Imo, it would be best, if you could go back to the base, aber you cleared a dungeon. If you do not want that, you should implement a save option.

Petri

Nice work!! are going to ever add male protagonists/ players?

Petri

only thing what we miss now is enemies :) only couple different enemy getting boring really fast. :) I hope you would focus on them :) but anyway nice work :)

Elizabeth Shinohara

Please- just nerf the shamanin boss and some of these orcs and orc women as well..