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Dragauka

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A member registered Oct 06, 2024 · View creator page →

Creator of

Recent community posts

Hi, good to hear from you again. This is certainly possible to add and would be a fun addition. I'd probably implement it something like this:

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A new "Nemesis" mod tab for enabling/disabling.

Starting at gate level 15 or so, the highest level gate has a skull symbol added to it.

Upon entry, a visually modified and scaled enemy begins targeting and moving towards the player.

It can pull from all available attacks and can swap between them during combat.

It has greatly enhanced combat stats to start and is also immune to stun/ragdoll.

Upon defeat, it receives improvements to combat stats, which is saved on a per save file basis.

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I can add it to the pack, though I am still finishing some other requests first (mostly model work). Let me know if the proposed implementation seems decent or if there is anything you would add or alter.

I can add a menu for adjusting player/NPC proportions directly with an expanded range on the high end. I can also look into adding a menu for selecting clothing colors/patterns as well. I'll let you know when it's added.

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Letting you know this is still in the works. Recent mod updates make importing most of the data possible, but the animation(s) still needs work. I'll let you know when it is finished, likely in around 2-3 months.

Letting you know that this will be included in the next mod update (v10). It took a while to get around to, but everything is more or less in place for it to be added now. I'll notify when it is out.

This has been added to the most recent mod update under the "Misc" tab. The NPC/Enemy spawn rate and ratio can be adjusted.

It has been added to the newest mod update under the "Misc" tab. Lmk if you want any adjustments to the mod or if you encounter any physics jank.

This has been added to the most recent mod update under the "Misc" tab.

The new mod update has options to adjust NPC/Enemy spawn rates. Lowering NPC spawns has a large positive impact on performance in island levels.

Otherwise, adding a graphics options menu would be best, but I still have other requests to fulfill at the moment. Possibly in a future update down the line though.

All of the files are bundled in the same download. Everything except the models and dialog is installed from patching the two files.

I'll make sure it's in the next update, probably not too long from now.

I can add this to the next update. I'm assuming you are referring to the offer/request poses, lmk if not.

The mod itself must be installed and the "modpackmodels" folder placed properly as described in the "installation" section of the mod page.

I understand that installing the mod is a bit of a chore, so I am considering writing a one-click installer for future versions.

This has been added to the most recent mod update, along with some other growth stuff in the new dialog system.

Protogens have finally been added. It is just the head for now, but you can check it out in the newest mod update.

Thanks for the kind words. I've got a feature planned that would allow the community to create custom NPC/Companion dialog trees, actions, etc. Hope I can share more about it in the near future.

I'll try to add this in alongside some of the other body updates, though it may be added a bit after those come out. I'll let you know when it's done.

Yes. I'll update you when it gets added to the mod pack.

I replied over on the main thread, but I'll post it here too:

I can add it in the way of both characters being in the ragdoll state for a set amount of time with stars overhead. It may be a few updates from now, so I'll let you know when it is added.

I can add the former in the way of both characters being in the ragdoll state for a set time with stars overhead. It might be a few updates from now, so I'll let you know when it is added.

I can look into adding that. It might be a few mod updates down the line, so I'll let you know once it's done.

This has been added to the most recent mod update. You can recruit any custom NPC as a companion, which allows them to be summoned and follow your character. It's simple for now, but I will likely expand upon it in the future.

I can add this. Is there a particular type you want it to be modeled after or just a generic bird?

This should slot into the existing mod quite easily. I'll see if I can append it to the next mod update under the growth tab.

I can try to add in some of the absent sfx over the upcoming updates to the mod, though I'm not so sure about vocal sounds.

Just letting you know this change has been added to the most recent mod pack update. I assumed you meant lowering the area of effect for the fireball, so I added a slider under the "misc" tab in the mod menu that lets you adjust it. It may inadvertently affect a couple of other spells. Let me know if anything can use tuning.

More maps would be good, but it would also require a substantial amount of work. If I have time after the other requests, I can look into adding some.

The existing fluid system might not work so well for this, so I'd likely need to create a new one. I'll let you know if/when it gets added to the next few updates.

All of these ideas are solid, but it might take me a while to get to them since I've taken on quite a few at this point. I'll let you know if any are added in the next few updates.

I'll try to add this. It should take around a month or so depending on how well it fits in with existing NPC logic.

Yes. I started a mod request thread over on the main game page recently, and protogens were one of the requests I planned to add within two months or so. If you have other ideas/requests, feel free to leave them here or on that thread.

I'll note this down, but the trapped chest/mimic would still follow the guidelines of the existing romance system in some form as opposed to forcing an interaction. Not so sure of a timeline on this one, but I'll give a progress update in a couple of months.

This should be fairly quick to change, though I'll still need to create a new mod module for these types of changes. It'll likely take 2-4 weeks, mostly because I am busy atm.

I can definitely add protos! Same as above, it'll probably take around two months or so.

Sure! It's quite a bit of work on the art and technical side, so I'd give an ETA of around two months or so.

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If anyone has mod requests, I'd be happy to consider them.

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The feature has been added to the most recent mod update, and it can be found under the growth tab in game. Thanks for your suggestion!

The mod update is finally out. The gameplay loop you mentioned was added alongside a per-character save system for the mod settings. A few smaller things were added/tweaked as well.

Hi, thanks for the feedback. I will try to add this to the next update for the mod, either under a new "misc" (miscellaneous) tab or under the growth tab. 

I am aiming to release the next update for the mod within about a week, so it would be added then. 

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I went ahead and triple checked, and everything still works fine for me. Here are some steps/questions I have:

Make sure you have the latest version of the game downloaded from the official Itch page, ideally not through the Itch app. Same thing with the latest version of the mod on my page.

Make sure you have Delta Patcher V3.1.5 from the correct GitHub page. I have not tested the newest version.

Make sure all folders are unzipped: The patcher, mod, and game.

Make sure the game file is on the top row when patching and the patch file is on bottom.

Finally, which operating system are you running? I have never tested the patcher on Mac in case there is a problem there.

Hi, is there an error message you get when it fails patching?