Vessel Tactics [v0.1] [MeshiSOFTWORKS]
Vessel Tactics is a Turn-based Strategy RPG inspired by a certain tactical series and mobile gacha games. It seeks to create gameplay which is not only interesting and fun, but where vore scenarios occur naturally and reward the player.
Thread Updated: 2024-07-22
Release Date: 2024-05-29
Censored: No
Version: 0.1
OS: Windows
Language: English
Genre:
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Turn based combat, 2d game, 2dcg, Monster girl, Vore, Eroge, Big tits
Installation:
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1. Extract and run.
Changelog:
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v0.1:
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Gameplay Changes:
– Added main menu and basic commander creation.
– Added save/load system.
– Added gacha (Note: The lamias have been temporarily added to the gacha to fill space, but they will be obtained in a different way in the full game.)
– Added shop (Note: While the shop has been added, items do not currently have any functionality.)
– Added new unit: Cheshire. While not usable in battle yet, Cheshire has dialogue for additional scenarios involving the commander being fed to her.
– Lamias are now playable in battle and can be fed to other units, as a side effect of being added to the gacha. Their combat dialogue may be strange in some places, however.
– Vessels will now be leveled up individually, as a temporary bugfix for the save system.
– Possibly a few other things
– Various bug fixes
Other Stuff:
– The way the UnitStorage class is handled has been changed quite a bit. Stomach will no longer store other UnitStorages, but instead Guid references to them. In addition, the UnitDatabase class now only stores a single list of units instead of splitting them into being active and inactive.
v0.04 Beta:
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Change list:
Gameplay changes:
– Added new vessel: Patra
– Added new vessel: Avalon
– Added new skin: Training Date Theano
– Added outfit system
– Added Stun/Struggle system, see the earlier patreon post for more details!
– Added willing/unwilling prey system
– Added the ability to mod in custom units
– New dialogue added for certain struggle scenarios
– Implemented anal vore mechanic
– Changed unit details screen to be lower contrast
– Various bug fixes
Other Stuff:
– Cyrk’s art has improved (This ended up delaying the build a lot, sorry!)
– Skills and statuses now operate based on a flag system, making them far more modular
– Probably some other stuffv0.03a:
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Sorry about the short delay! Here is the v0.03a update!
Note: In sandbox mode, the ‘P’ key will now open the debug menu while in free-cam mode.
Change list:
Gameplay changes:
– Added new vessel: Sampo
– Added new vessel: Chateau (IMPORTANT: Chateau’s weight gain is not fully implemented yet)
– Added new class: Carrier
– All characters now have weight gain (Except Cornucopia)
– Custom squad selection implemented. Squad members will be highlighted and cannot be fed to other units
– Units will now carry over their stats from the lobby into battle. Units retain half of their weight between lobby and battle scenes. In addition, all pending digestions will be completed and the list of units digested will be updated
– Units lost in battle will now be removed from the lobby
– The battle will not be counted and the game state will remain the same if the player loses or manually returns to the lobby
– Units can now be locked
– The player can now replenish all vessels at any time from the lobby menu
– Banners added for mission start/clear/fail states
– Clearing or failing a mission will now cause all allies/enemies to immediately digest their prey before returning to the lobby
– Added a new “Hard Mode” map to use upgraded units on. Note: This map hasn’t been extensively tested or balanced in any way.
– Pressing ‘O’ while in sandbox mode will now delete units
– Covenant and Theano’s weight gain have been revamped. (Similar to Schrodinger’s.)
– Speed up button has been added during digestion animation in lobby.
– Character icons now reflect character’s weight.
– Chateau’s lines have been adjusted.
– Chateau has been rebalanced.
– Dusk Lamia’s unfed max weight special touch lines have been adjusted.
– Dream sequence graphic has been updated.
– 0-3 modified slightly
– Various bug fixes
Other Stuff:
– Characters’ scale in-game is no longer dependent on their source image
– AI has been reworked to allow for more complex decision-making. This is important for future enemies, but the effects of this are very minimal, at the moment
Known issues:
– Game lags at the end of enemy turns. This is likely dependent on the number of units on the map.
– For unknown reasons, some players have the story cutscene freeze and are forced to skip it. I have not been able to figure out why yet.
– Assorted problems associated with Schrodinger’s vial toss.
– Enemies occasionally move in the wrong direction?
– It is entirely possible that KO’d units spitting up their prey may still cause the game to crash.
– Forgot to make the two extra wild lamias in 0-3 face the right direction.v0.02a:
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NEW FEATURE: SANDBOX MODE
Clicking on the event banner on the lobby will now allow you to enter a sandbox battle. Exiting the base menu by right-clicking and then pressing the ‘p’ key in this mode will bring up the debug menu, where you can freely place units and alter their stats.
Change list:
Gameplay changes:
– Added three new characters (Lamia, Wild Lamia, Dusk Lamia)
– Characters can now have multiple separate stomachs
– Added temporary weight gain to the game. (Will reset at start/end of battle, currently only applies to new characters)
– Hovering over a unit will now display their move/attack range
– Added story cutscenes into the battle scene
– All messages and battles can now be skipped by right clicking
– Story scene can also be fast-forwarded by right clicking. This will be replaced by a proper skip button later.
– Finished adding Schrodinger and Covenant’s attacks/skills (Minus the teleport effect of vial toss)
– Added turn-based status effects – Ending your turn without taking an action will no longer drain EN. Waiting without moving will restore 10% EN.
– The X in the status view window actually works now
– Speech bubbles in lobby now display when there are multiple text boxes
– A few balance changes. Covenant in particular has been buffed
– Various bug fixes
Other stuff:
– Multiple events/skill activations can now be queued. For example, if multiple Schrodingers are digested at a time, their vial skills will queue up and trigger in order. (Buggy. If the game freezes after a unit’s action it’s probably because of this. Please let me know if it does.)
– Reworked AI, making it more diverse and giving me the option to code it for each unit individually
– The AI still has a lot of flaws, so I’m probably going to rewrite it entirely for the next update
– Rewrote a lot of old code and reworked how several things were done to make things more consistent and easier to work with in the futurev0.02:
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Early access to the v0.02 build has been released on Patreon!
Patreon builds will go public with each new update, meaning v0.02 will be released on itch.io once v0.03 comes out in 1-2 months.
Change list:
Gameplay changes:
– Added three new characters (Lamia, Wild Lamia, Dusk Lamia)
– Characters can now have multiple separate stomachs
– Added temporary weight gain to the game. (Will reset at start/end of battle, currently only applies to new characters)
– Hovering over a unit will now display their move/attack range
– Added story cutscenes into the battle scene
– All messages and battles can now be skipped by right clicking
– Story scene can also be fast-forwarded by right clicking. This will be replaced by a proper skip button later.
– Finished adding Schrodinger and Covenant’s attacks/skills (Minus the teleport effect of vial toss)
– Added turn-based status effects
– Ending your turn without taking an action will no longer drain EN. Waiting without moving will restore 10% EN.
– The X in the status view window actually works now
– Speech bubbles in lobby now display when there are multiple text boxes
– A few balance changes. Covenant in particular has been buffed
– Various bug fixes
Other stuff:
– Multiple events/skill activations can now be queued. For example, if multiple Schrodingers are digested at a time, their vial skills will queue up and trigger in order. (Buggy. If the game freezes after a unit’s action it’s probably because of this. Please let me know if it does.)
– Reworked AI, making it more diverse and giving me the option to code it for each unit individually
– The AI still has a lot of flaws, so I’m probably going to rewrite it entirely for the next update
– Rewrote a lot of old code and reworked how several things were done to make things more consistent and easier to work with in the futureDeveloper Notes:
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Controls:
- Left Click: Confirm/Select
- Right Click: Cancel/Skip Battle
- WASD: Camera movement
- Q/E: Camera rotation
- ESC: Options menu
- X: Toggle enemy AI
- P: Open Debug menu (Sandbox mode only)
New Feature: Sandbox Mode
While in sandbox mode, right-click to enter free-camera, then press ‘P’ to open the debug menu.
Gameplay Overview:
- This is a Pre-Alpha, so many of the assets are still placeholder. This includes the enemies, so enemy dialogue may be somewhat strange!
- Despite the gacha theming, this will be a standalone single-player game with no micro-transactions.
- Units can be defeated by being eaten and digested (Over the course of several turns.) Digesting a unit will give the predator EXP and restore their Health and Energy.
- Each unit has a certain stomach capacity, and will lose speed and movement for each other unit they swallow. Units can swallow other units up to one above their capacity, at which point they will become immobilized.
- Units with a single prey in their stomach can still be eaten.
- Units will become easier to vore the lower their HP is. If a predator’s HP is reduced to 0, all units inside them will be freed and they will no longer be able to move or resist vore.
- In the lobby, you can set your favorite vessel to be your secretary. Secretaries have three different sets of lines depending on whether they are unfed, have swallowed the Commander, or have eaten other vessels.
- In typical gacha fashion, vessels can be upgraded by feeding them other vessels.
- There is currently no interaction between the lobby and battle scenes, though there will be eventually.