War of the Orcs [v1.0.3] [Ripe Banana Games]

War of the Orcs [v1.0.3] [Ripe Banana Games] War of the Orcs [v1.0.3] [Ripe Banana Games] War of the Orcs [v1.0.3] [Ripe Banana Games] War of the Orcs [v1.0.3] [Ripe Banana Games] War of the Orcs [v1.0.3] [Ripe Banana Games] War of the Orcs [v1.0.3] [Ripe Banana Games] War of the Orcs [v1.0.3] [Ripe Banana Games]
Overview:
The Player plays as an Orc anti-hero who must accomplish a feat of strength to become the new Orc Chieftain, this involves starting a war with the enemy humans and capturing their princess.​
Thread Updated: 2020-03-01
Release Date: 2020-03-01
Developer: Ripe Banana Games Patreon
Censored: No
Version: 1.0.3
OS: Windows
Language: English
Genre:
3dcg, Male Protagonist, Monster, Big Ass, Big Tits, Turn Based Strategy, RPG, Blowjob, Vaginal Sex, Group Sex, Bondage
Changelog:
v1.0.3
Fixes:
Fixed issue where first turn of combat was not going to the creature with the highest initiative.
Redid some sprite renders and eliminated orthographic / perspective render mismatch for affected units.
Fixed issue where an army with a single unit was not positioning correctly on the combat grid.
Fixed ranged units getting stuck in attack logic from previous round. Fixed issue where multiple enemies were taking a turn simultaneously.
Fixed current turn flash indicator going too rapid.
Fixed get hit and retaliation animations that would sometimes face the wrong direction in combat. Fixed Goblin Store quantities not getting saved on reload.
Fixed issue where dead ally units would reappear in the Player’s army after returning to town.
Fixed all stores so it is no longer possible to bug them out and purchase infinite units with negative gold.
Fixed issue with end of combat sometimes displaying the wrong unit death counts. Optimized hundreds of textures, repacked sprite sheets, reworked animations, and improved texture compression. I did hundreds and hundreds of these and it took me some days, but the result is the unpacked file size even with 7 new units added shed about ~3gb. – This should help performance of the game all around, improve load times, and make the game work better on systems that don’t have super powerful GPUs/CPUs, etc.Features:
Added seven new unit types: Cleric, Spearman, Orc Shaman, Paladina, Amazon Warrior, Marksman, Rogue.
Added new unit stores for Orc Shaman and Wolves that can be unlocked at a certain point in the game.
Added particle effects for spells and some special ability procs. Built a system that will generate randomized enemy armies that are dynamically scaled relative to the Player’s army strength. – You will see this in action in the new fights added. The result is more challenging and more balanced (and hopefully more fun) combat. You can make huge armies and have epic battles if you want. – Also, with this system, it will be possible to easily add a difficulty system to the game.Improvements:
Added precise foot position tracking to keep better track of unit grid positions in combat, this should help prevent pathfinding errors and their related bugs.
Increased default speed of all units in combat. Improved the alignment of all units to the combat grid.
Made combat grid movement smoother.
Changed the way combat raycasts are handled, instead of raycasting the unit sprites to get Player’s desired attack direction, the cells themselves are used instead. Advantages are cells have static geometry, consistent render layer, and no overlapping colliders. In addition, better use was made of layermasks for targeting. – The end result is, it should be much easier to target stuff in combat, even if it is surrounded by lots of other units.
Increased gold and experience gained from battle for better balancing.v1.0.2
-Fixed issue where player would get stuck after choosing the option to slaughter the Wolves.
-Fixed some boots that were supposed to give defense but gave luck instead.
-Fixed exploit of getting +1 strength from the Shaman each time the Player returned to town after combat.
-Fixed combat issue where pathfinding would allow the Player to strike a unit on the top of the map from the bottom, and vice versa.
-The settings for map scroll speed and typewriter speed should now be preserved when coming back to the map scene from combat.Feature Changes:-Added menu screen at start of game.
-Added save/load feature.
-Made continue button much larger and added slider option in game menu to control size of text in the dialogue.
-The hex-cell under the Ally unit that has a current turn will now flash to help the Player see what’s happening during combat.
-Added speed options to combat, x1, x2, x4, x8. The animations, projectiles, and movement will all speed up according to these multiples. Note that really fast speeds might bug combat out occasionally, I’m still working on stabilizing.
-It’s now possible to swap equipped items of the same type in character screen. Also, any equipment items can be swapped with each other in the generic equipment inventory slots.
-Made some changes to combat so it will auto add animation events toward the end of attack animations so that all attack animations will get represented better with less looping behavior during combat regardless of the anim length / speed.v1.0.1
First release
Developer Notes:
More about the gameThe game has a custom built hex-grid turn based strategy combat system. – This isn’t an ‘out of the box’ turn based strategy kit or something, it’s fully unique and all of the AI and combat logic is custom built.The game’s combat system will have dozens of different types of units that all have their own special combat abilities. I exported more than 200,000 images for all of the creatures and their animations and am working through getting them all integrated into the game. The game has quite a few integrated and playable units types already, but, this will continue to be expanded on and each new unit added will make the combat system more interesting. There’s also a loot system in the game with hundreds of pieces of equipment (already added) that will modify the Player’s stats. These can be found randomly from combat encounters or purchased from in-game stores using in-game currency.The game has some RPG elements in the story and the adult aspects are handled primarily through renders and dialogue. There are quite a few scenarios and dozens of renders already in the game in it’s current state, but this will continue to get expanded upon.If this sounds interesting to you, please support on Patreon to keep this project alive!
Thank You.​