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This patch focuses on bringing in new customization options into the game. First off we have the new grab loadout system. This allows you to use different grab list depending on the target character. For example, you can create one loadout for male opponents and another loadout for female opponents. It defaults to the ANY loadout if a more appropriate loadout isn't found. For example, if you have a vs ANY loadout and a vs FEMALE loadout, against a male opponent the vs ANY loadout is used.

Secondly there is now in-match dialogue customization too. This allows you to specify what the character says during various different circumstances - the triggers. If there are multiple lines, one line is chosen at random. If a trigger type has no lines, that means the character wouldn't say anything on that trigger (and NOT use the default lines).

We also have the new custom pose/animation system. Like the custom in-match dialogues, there are different triggers. The pose are used instead of default when appropriate.

There are 2 types of poses. One for individual pose, shown above and another for partnered poses where the pose has 2 characters instead of one. This is used for things like victory celebrations if you wish to use an animation with the defeated character instead of a solo pose. Of course, you can choose to use the solo pose as well.

I actually backtracked the initial implementation on this.  Originally it was a new system but then I realized I would need to deal with lots of complications, such as what happens if the character size and the animations don't line up. Then I realized I already solved much of the problems via the grab system, so I decided to use rely on the existing grab system instead of something new.

There is also a new GrabType called PARTNERED_ANIMATION which is meant for these kind of animations but is not useable as a grab.

Speaking of new GrabTypes, there is another GrabType called INDULGE. There are no current official INDULGE grab yet, but it's based on a suggestion. The indulge grabs are different from the rest as it focuses on super meter gain, at cost of large H damage to self and little H damage to the opponent. Could be interesting for certain builds and I hope to see some modded INDULGE grabs soon!

Finally there are more story matches to the game! The story is divided into 3 acts. The first act being mostly tutorial stuff, concluding with the Newbie Tournament (this patch). The 2nd act will be focused on existing characters and matches against them (rather than act1 randomly generated opponents). Then a final (probably short) act as the conclusion.

Changelog:

  • Added grab loadout customization - possible to have separate grab list depending on target character
  • Added custom in-match dialogue customization
  • Added custom pose and grab partner customization
  • - going to add more custom in-match dialogue and pose triggers based on player suggestions
  • Added more story matches (ends with the newbie tournament)
  • Added a new passive "super_resilience" that makes the character only defeatable via signature finishers
  • Added support for 1v2 exhibition matches
  • Added delete save file button
  • Added new "Random Futa Enemies" content toggle, that if enabled, converts a portion of generated females into futas
  • Signature finisher grab now instant KOs at < 35% max HP
  • Defeated exhibition opponents are now added to the recruitable pool
  • Fixed start of the game bonus perk not qualifying for future level up option requirement (causing funny bugs such as char starting with +Grappling doesnt get any more grab related level up option)
  • Fixed some missing cases for when to hide the PP stain
  • Fixed various problems with PP stain
  • Fixed head model/outfit preview generating a blank
  • Fixed male jeans causing male body model to miss midsection
  • Fixed stat display not updated properly after level ups
  • Fixed grab escape progress increasing during single loop grabs

Modding:

  • Added the following head EquipSlots to outfit customization: EYE_COVER, MOUTH_COVER, EAR_COVER
  • EYE_COVER should be for outfits worn in front of eyes, such as glasses
  • MOUTH_COVER for outfit worn covering mouth and nose region, such as masks and veils
  • EAR_COVER for outfit worn on ears, such as earrings
  • Deprecating the old FACE slot from the customization window in favor of the new more localized slots
  • Added new INDULGE grabType: this grab type have rapid super meter gain, but inflict large amount of damage to self
  • Added new PARTNERED_ANIMATION grabType: meant for use during custom partnered animations, not as grabs

Comments

Coteco

are you going to add the entire moveset from Heroine Rumble 1 into Heroine Rumble 2, or there will be some moves that will not be added?

enlit3d

everything from HR1 that I want to be in HR2 is already ported over.

MpMan

the ability to delete save don't exist exist inside the game (in the data submenu) but only before a save is loaded in the title menu is it a bug ? i don't think there should have distinction , unless you add an autosave function and even in this case , it should be possible to delete saves that are not actually loaded , inside the game not in title because otherwise , if someone want to save into a slot , it would need to quit the game and return to title , losing modification, in order to delete a save slot

enlit3d

I think the main use case for delete save button is to create a new save in the same slot via delete then create a new save. Which is probably only needed sparingly and thus it is in the title menu only.

MpMan

maybe an amelioration possible but if several save have the same first "picture" it's difficult to know which one to delete. (if the each are copie with improvement) it would be good to add in the save line little pictures of each member of the team to ensure we don't delete the good one