V0.3 - Team Battles! (Patreon)
Content
Download LINK.
Team Mode is finally here!
For team battles it is recommended to try a different camera mode than camera B and dont forget to set the "Targetting" key under options! If you feel like to play outnumbered (and not trying to lose) it is recommended to give yourself a character level advantage. Happy to hear any feedback/suggestions but just know that the majority of effort is going to be on the new girl for the near future.
Patch notes:
new grapple system;
during a move:
characters no longer free themselves automatically when the bar is full
there is now a marker placed randomly at between 75% to 90% on the bar that the player must time correctly with either <escape> or <reversal>
the timing window for <escape> is 200ms, or about 12 frames on 60 FPS.
the timing window for <reversal> is 50ms, or about 3 frames
should the player miss or fail to do anything, the bar will reset but will fill faster, to a minimal of 1sec. Clever players may try to reduce the bar duration by deliberately failing, but that is already accounted for.
players can also <breakfree> of the hold anytime by spending special meter
when grabbed:
same as during a move, except <reversal> is disabled and the grab will automatically end when bar is filled to full instead of resetting
- new team battle/orgy mode (experimental!):
there is now a target selection key, default "M"
characters are invulnerable to outside damage in these states: grabbed, victim of a move, when climaxing, forcing the climax, throwing, being thrown
you may attack the character that is applying grab/move to your ally to help her escape quicker
each hit reduces the escape difficulty, if the escape difficulty is reduced to <= 2.0 sec, then the victim will be freed
hitting an enemy performing a pin instantly stops the pin
victim is also freed if HP of the character that is applying grab/move is reduced to 0; however attacks does reduced damage to those characters
throws does an aoe attack on impact that knocksback nearby foes
two victory conditions
Elimination -> must knockout the entire enemy team before pin
First pin -> first team with a member that got knockedout and pinned loses
lengthened the after-battle-punishment scene
new feature: camera shake!
new feature: bouncy ropes and ring floor!
new engine feature: engine can now handle adding more keys that works smoothly with customizeable controls!
there will be a default setup for the new keys, such as "M" or "Z", etc. If that key is currently unused, then the new key will be to use the default automatically.
f the default key is currently used elsewhere, then players need to input a key manually under control options.
upgraded AI to handle multiple foes
escape bar is now vertical for better visibility
decreased the eye tracking bound pyramid to reduce the "side glare" effect
the character applying the hold will try to look at the victim's face
reduced the sweat shininess effect as it was a bit too much
renamed the move "Spunking" to "Spanking"
fixed futa dick disappearing when "banana split" is performed on the character
enlarged the size of futa dick
fixed game crush when entering exhibition -> toggle futa on/off -> re-entering exhibition
characters are now knocked into air when their stagger meter is reduced to 0 to prevent being infinitely staggered on the ground
added 20.0 sec non-reducible cooldown for <breakfree> (spend meter to escape grab)
cooldown for wake up kick is not-reducible
dexterity CDR gain from 15% to 10% per point
might strike damage increase from 10% to 7% per point
reduced base stamina and stamina regen by about 30%
changed lower AI grace period to react when grabbed/grabbing to only apply if the player is not knocked out
Lucia's panty and skirt is now 2 separate pieces instead of 1
decreased run stamina drain rate
AI should prioritize H-moves more often on defeated foes
armor strip does its damage quicker; but lasts shorter
knockedout (when green bar reduced 0) recovery duration on the ground takes longer