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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Btw @dndw, is toy attack supposed to be unused?
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @dndw, is your branch stable enough for merging? If so I'll try pulling it in. Might be annoying to merge if I end up refactoring a lot of stuff again.
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @Bronzechair Maximum stacks is 25 right now, but I'm still trying to figure out a good balance there. It used to be at 50, and I literally never got plasticized ever, even if I tried. Slime stacks doesn't last too long (4 turns without adhesive, 6 with, but I'm thinking of making this even...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Thanks for the report @Pim_gd, I fixed most of that as well as some drain challenge specific stuff. Btw after trying to play-test some more, @dndw, I'm kind of leaning against making any more addiction focused specializations. It feels very all or nothing to me, plus it just doesn't do anything...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @Dogen awesome :eek: @7N24 Guess .com should be fine, since it's probably the most popular. Thanks! So today spent some more time coding up imposter Airi. It's... actually pretty cool :D
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @DarkSinfulMage Hey, do you happen to have the NPC version of the drain messages? I think just reversing the pronouns would feel kind of odd there @dndw Uhhhh woops :D
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Nice work @dndw I merged it into the master and added some more bits to make it a bit more interesting. Mostly I added some lines for NPC doing level draining, and I made it so if you lose the match without getting level drained, they'll do it anyways (mostly because I found you could get away...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @7N24 Hey, thanks for doing this again. I think a wiki is fine to start off with, since that's probably the main thing missing right now. I don't have any domains or names in mind, so anything works really (suggestions from anyone?). As for permissions, registered write seems probably best, as...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @dndw I like it so far :D A couple thing: you might want to rethink some of the corrupting traits to add NPC specific effects, or she'll be much worse vs other NPCs compared to when she's fighting the player. Some of the disabling traits are very specific like the wings one. There are...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    I wouldn't actually be too opposed to moving the layers up one level. or better yet making them enums instead of integers so we can add more layers later if necessary...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @dndw, just fyi, I didn't end up making unsatisfied require sex to orgasm. It ended up being any non-fucking skill gets drastically reduced arousal damage when at high arousal. Also, finish Mara! :D (btw looking at the code, can we move the arm manager out of character? I'm trying really hard...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @dndw Weird, looks like instantiating Global in a static context makes my setup hang. I moved it to the constructor. Not really sure why that matters. Looks cool though now that I have it working :D @RedQueen,un Yeah that's what I was talking about with customization. The main problem with...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @Truepower, I've honestly never tested any of the starts extensively, so I guess it's pretty easy to have stuff slip by. I haven't seen the positioning picture get stuck... but I guess I wouldn't surprised. I'll keep an eye out for it. I don't think you can currently make it a requirement to...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @TheBronzeChair, Hey, about to head out right now, but just a few things: About stamina damage, there's definitely something buggy about it, but keep in mind that you take drastically reduced stamina damage when you've gotten recently downed. If they're "braced," I think by default they take...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @dndw Nice :D I was actually planning out in my head which way to go after finishing the specializations (was only going to do Airi, Mara and Reyka for now). Below here is mostly me rambling, so don't take it too seriously.
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    2.4.5.5.b https://mega.nz/#!FooTkDSR!R4VpU3QnxKybGDkGq9HscOykQtZFyf1dYwEsP-5ao-g
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Hey I had a bit of spare time, so I set up the project with a semi-proper ant build.xml file. If you have ant installed, you don't necessarily *need* eclipse any more. Plus, I got it configured to do packages, so releasing should be easier. Word of caution, if you do release a build, it will...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    Ah okay. I don't actually play with custom starts very often (except futa mode on occasions to test stuff), so stuff can escape my notice and break unfortunately. So the global flags enum is really just for convenience, the actual global flags set are strings. Maybe just need to load start...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @jskil5 Are you sure you're playing the latest version? Because that looks something that has been fixed...? @fitr Sorry about that. Do you mind telling us what you're doing in the game (actions/how you distribute points)? Maybe it's because I've been doing development on it for so long, but...
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    Nightgames Mod (v2.5.1.2) updated 2/11/17

    @LogicalKink, Hmm I haven't had any issues with the disable stuff tbh. Maybe it has to do with renaming the characters? Hey, so this is probably the last patch of the year from me. This should fix a bunch of issues with pets and the UI, as well adding some minor other stuff...