CATC 7.94 - monsters and modding expansion
Added 2022-05-31 23:59:20 +0000 UTC
Download LINK.
New build is here! In this build I added initial support for non-humanoid enemies (in the form of slimes), 3 new optional missions, 2 to test out the new reinforcement system and 1 as a future boss fight candidate. These side missions are probably harder than the mainline missions so its okay to come back to them at a later time.
The other focus is a significant expansion of the modding system. Now that there are modders contributing to the game, there is more motivation for me to improve on it and add various requested features.
There are other things I wanted to add but ran out of time... Hence the late patch date. Apologies. I plan to do another patch in about a week or so adding those missing features and some bugfixes that I haven't got to yet.
Changelog:
- Added a tooltip that shows a zoomed in view of card plus keywords when you mouse over the cards listed in Overview screen
- Added new effect: Temporary HP - a new defensive option (along with Block and Evasion)
- Temporary HP now also protect against lust damage
- Added new DamageType: OUTFIT, for abilities that only deal damage/recover outfit (HP damage still inflict outfit damage as well)
- Added new TriggeredEffect type: ON_HIT (triggered when attack hits an enemy) and ON_HIT_BY (triggered when attacked by enemy)
- Added conditional effects for cards
- Added leeching effect (lifesteal) for card InflictDamage effect type
- Added enemy reinforcements during battles
- Added new enemy type: Slimes - a slow, but durable monster type with ensnaring abilities
- Added 3 new optional missions using the new moddable dungeons system, 2 side missions with high rewards and 1 boss fight candidate mission. Note that these missions are probably tougher than normal non-boss missions
- Desire level will now influence what type of grabs the unit is susceptible to.
- Armor breaking due to normal damage now only triggers at knock ups instead of from any damage source
- Increased the damage of Egar boss from 8 to 10
- When using a GrabEffect on a target and no compatible grab is found, HP damage is dealt to the target as compensation
Modding:
- Added .overrideBase flag that allows you to alter base game data (was called .overriding)
- Added .inheritWithOverridingBehavior flag to use an alternative .inherits behavior where each field in objects are inherited separately rather than replacing the entire object
- Added ability to mod in your own custom missions, see /data/_base/game_datas.json for examples
- Added new ability to define custom AttachmentCards with their own TriggeredEffects, the cards can be attached to an unit via InsertAttach effect, see /data/_base/cards_attachments.json and /data/_base/passive_datas_monsters.json for an application of InsertAttach
- Added .stats under SummonObjectEffect to customize spawned object (device) HP
- Added .choices in RandomizeColors under unit .spawnScripts to pick from this defined list of colors rather than using totally random colors
- Added ability to define a .damageMultiplier and .durationMultiplier for your own custom grabs
- Added ability to define a grab that spawns a device on grab without having to place the target on the device first, see /data/_base/grabdatas_blob.json "device_blob_hold_snare" for reference
- Added .selectable flag in GrabData to hide it from selection/picked
- Attackers in grabs now plays "voice_finish" sound clip during climax
- During grabs with more than one attackers, grab commits used by the grab target now causes damage to all attackers (divided evenly) instead of only one
Added/Changed cards:
- CHA:
- Hypnosis: inflicts sleep if target HP > 80%
- Lullaby: AOE version of hypnosis, rare
- Drain: lifesteals from target if target LUST > 50%
- Seduction: raises LUST, if target LUST > 50%, CHARMS target
- Pheromones: causes LUSTING status to all units within range
- INT:
- Barrier: now grants Temporary HP rather than block
- Ignition: causes WOUND, inflicts damage if target is already WOUNDED
- Chillwind: cause SLOW, causes STUN if target is already SLOWED
- Shock: causes damage, inflicts extra damage if target HP > 67%
- DEX:
- Exploit: now only stun if target has REVEAL status
- Added new CHA focused level up options
- Fixed passive triggered effects not working for non-unique units
- Fixed bug that caused equipment to be unequipable
- Fixed a possible soft-lock if combat ends with a summoned unit dealing the final blow
- Fixed a bug that cause the turn order portraits to only display 1 unit
- Fixed transparent models not showing up in outfit selection preview images
- Fixed a game crash when a modding in an card with 4 individual effects (now you can have up to 4 effects instead of 3)
- Fixed a bug that makes AI carry a unit currently on a device away to another device
- Fixed "goblin_pouch" and "goblin_tophat" inversion
First person mode:
- added .camera.firstPersonViewOverride settings under GrabData to force first person view instead of relying entirely on algorithm
- Added .firstPersonViewOverride flag for many grabs in game, thanks to the folks in discord for compiling the lists!
- Grab Attempts are now unblockable
- Fixed a bug that cause AI To win the grab rock paper scissor minigame higher than intended (66% chance of breaking out -> 33% chance of breaking out)