Soragop on Discord have updated their mod pack. Just like last time, I put the files he put together on MEGA and provide the mod file download links as they are below.
Unique Mods & Important Information
I have not tried these mods myself but I do know that players on Discord have tried them and lots of issues are resolved in this mod compared to the last one. I believe it also includes some new additions as well.
If you use this mod pack, I recommend using it on a fresh install/extract without any prior mods.
Big thanks to Soragop for putting the mod pack together!
Now with that out of the way, let's talk about what I have being working on. I posted the progress on discord but I have not made a Patreon post yet so here is a summary:
I started work towards "HRT2", the name is not yet decided but it is going to be very similar to HRT1 in spirit. It is a lot of work, so instead of jumping straight to making the "HRT2" game in one go, I am going to break it down piecewise and do an intermediary side-view brawler game/demo first. This way, I can re-use the combat system that Heroine Rumble 2 have and focus on the new additions that "HRT2" will feature. Heroine Rumble 2 is almost purely combat focused, in "HRT2" the combat is no longer the main focus and it is a sandbox rpg grand adventure type of game.
Couple of notes:
I know that before I talked about actual "HRT2" being a side view brawler game. I have since changed my mind on that and the actual "HRT2" will be a third person view game that you can play purely one handed with mouse controls only, with optional keyboard WASD controls.
Secondly, this intermediate brawler game is going to be one of the "Scuffed" demos, meaning that I can just drop it when it no longer serves its purpose of advancing towards "HRT2."
Here are some of the key points I have implemented so far:
A random dungeon generation feature. Note that this uses the later HRT1 tech of generating a dungeon via premade rooms. This is also one of the things I dislike about the side-view camera. The system is totally capable generating a single continuous region but that results in too much camera issues so I had to (do more work) to break it into smaller individual rooms and transition in between. Also added minimap support - don't think HRT1 had that.

Torso and leg animation split - now the torso can play one action while the legs can be doing something else. What this enables is things like attacking or blocking while moving. Here is an example with the throwing moveset (also new):

The throwing moveset also features the new holding/charging mechanic: it's possible to charge up or hold onto an prepared move instead of using it immediately.
Directional attack/block swings. This is almost a purely visual feature and the player do not have to manually control swing direction or block direction. What I noticed in HRT1 and other games with this mechanic is that while it works well for 1v1s, the system is not suited for multiple-combatant gameplay, which "HRT2" will be. But The swing directions makes the combat looks more dynamic instead of repeating of the same attack animation plus its a callback to HRT1 so that's why I implement it.

An entirely new out of combat AI system. Here I demonstrated attacking a neutral NPC, which causes it to run away and call for help, then a guard comes to investigate that distrubence, finding the culprit and engage in combat. Then transporting the culprit to "jail", go back to neutral state, then come and release the culprit when their time is served. Obviously there can be other punishments than jail time but I am going to play the "I don't have the time for that atm" card.

Companion system is back. The new said out of combat AI system handles following the leader (player) when in a neutral state and engage in combat when there are hostiles nearby, and goes back to neutral when threats are all eliminated. It's possible to find randomly generated recruitable in dungeon as well and you can do party management.

Finally, gear and equipment will play a far larger role in "HRT2" compared to Heroine Rumble 2 so I been working on implementing new weapons and armors, unit spawn equipment, and drops. Putting everything together, here is a tiny glimpse of what the most recent build looks like:
(Just realized that the armor breaking is not suited well for public posts so here's a X link instead: https://x.com/Enlit3D/status/1911438238528532537)
I am aiming for getting a playable build out sometime in April, although it's not a hard commitment. There are tons of things I want to implement, and I can only do a limited number of them. Tbh I expect the first couple of builds to be fairly barebones and I say the game will start get good maybe near summer this year. We'll see.
That's it for now.
Enlit3D
2025-05-15 17:31:21 +0000 UTCJoe Vasatoro
2025-05-15 17:14:17 +0000 UTCJoms
2025-05-02 00:25:23 +0000 UTC