- Fix the stomach board showing the wrong player (predator) when spectating someone in multiplayer.\r
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- Fixed a bug causing Grabber recoil to not work.\r
- Fix the stomach board showing the wrong player (predator) when spectating someone in multiplayer.\r
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- Fixed a bug causing Grabber recoil to not work.\r
+- Holding the Regurgitate button down would cause the process to loop infinitely, which could also cause bots to get stuck trying to throw up.\r
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+- If holding the alt fire button while reloading, the grabber would fire the hook (and take ammo) after reload, but the hook would not spawn.\r
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+- Fix floating player names showing for prey, which was both wrong and caused overlapping.\r
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Features:\r
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- There is no longer a player swallow limit. Players have a stomach capacity (for predators) and a mass (for prey), both based on player scale. As long as your mass is not exceeded, you can keep swallowing players. This affects your weight and overall player capacity based on player size as well. eg: You might be able to eat only one large player, three tiny players, or two normal sized players at the same time. Stomach size will also reflect your capacity, not the player count, being bigger or smaller based on the prey inside and their size compared to yours. By default, a macro can swallow up to 15 mircos and a micro up to 1 macro.\r
Features:\r
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- There is no longer a player swallow limit. Players have a stomach capacity (for predators) and a mass (for prey), both based on player scale. As long as your mass is not exceeded, you can keep swallowing players. This affects your weight and overall player capacity based on player size as well. eg: You might be able to eat only one large player, three tiny players, or two normal sized players at the same time. Stomach size will also reflect your capacity, not the player count, being bigger or smaller based on the prey inside and their size compared to yours. By default, a macro can swallow up to 15 mircos and a micro up to 1 macro.\r
+- Footstep sounds accommodate to player size. A micro player will have no footstep / landing sounds, while a macro will have additional walking sounds to simulate that giantess effect. The ground will also visibly shake when a macro walks nearby.\r
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+- Voice pitch depends on player size, using a recent engine feature which allows changing pitch by code. Micros will have high-pitch voices while macros will have lower pitch sounds.\r
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- Bootable subsystems. The crosshair, HUD, and helper voice will take 2 seconds to startup when the player spawns. Also, if armor (now considered charge) is below 5, you will not have enough energy to run your subsystems, and must wait for your armor to recharge.\r
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- Bootable subsystems. The crosshair, HUD, and helper voice will take 2 seconds to startup when the player spawns. Also, if armor (now considered charge) is below 5, you will not have enough energy to run your subsystems, and must wait for your armor to recharge.\r
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- The Grabber now has a screen which displays ammo count as well as weapon load.\r
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- Improvements to the vixen mesh. Models have been switched from zym to iqm (better and newer format), polygon count has been doubled, stomach bulges are more detailed, and the vixens are a bit more chubby and fluffy.\r
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- The Grabber now has a screen which displays ammo count as well as weapon load.\r
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- Improvements to the vixen mesh. Models have been switched from zym to iqm (better and newer format), polygon count has been doubled, stomach bulges are more detailed, and the vixens are a bit more chubby and fluffy.\r
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- Post-processing: Add a permenent cartoon effect to the menu, previously visible when having the Strength or Shield powerups. Instead, the effect is always visible now, but the cartoon lines are white instead of black while you own a powerup.\r
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- Post-processing: Much higher quality bloom, using r_viewfbo by default (looks similar to that in UT3 / GTA4).\r
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- Visuals: Cubemap reflections on several map textures. You'll commonly see them on metal surfaces, but also on some stone floors.\r
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- Post-processing: Add a permenent cartoon effect to the menu, previously visible when having the Strength or Shield powerups. Instead, the effect is always visible now, but the cartoon lines are white instead of black while you own a powerup.\r
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- Post-processing: Much higher quality bloom, using r_viewfbo by default (looks similar to that in UT3 / GTA4).\r
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- Visuals: Cubemap reflections on several map textures. You'll commonly see them on metal surfaces, but also on some stone floors.\r
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+- Character portraits, which show when getting fragged or shooting team mates.\r
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+- Improved radar (minimap), which shows in both team games and standalone games by default.\r
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+- Added settings for anaglyph stereo in the Video menu, so people with 3D glasses can play Vore Tournament in 3D. Includes settings for any type of glasses.\r