Loading
War of the Orcs [v1.0.9] [Ripe Banana Games]
Abandoned   /   Unity

War of the Orcs [v1.0.9] [Ripe Banana Games]

August 3, 2024F95


The Player plays as an Orc anti-hero who must accomplish a feat of strength to become the new Orc Chieftain, this involves starting a war with the enemy humans and capturing their princess.

Thread Updated: 2020-10-08
Release Date: 2020-10-08
Developer: Ripe Banana Games Patreon
Censored: No
Version: 1.0.9
OS: Windows
Language: English
Genre:
See More
3DCG, Male protagonist, Fantasy, Adventure, Monster, Big ass, Big tits, Combat, Turn based combat,  Strategy, RPG, Oral sex, Vaginal sex, Group sex, BDSM, Rape
Installation:
See More
1. Extract and run.
Changelog:
See More
v1.0.9
See More
Combat Fixes:
  • Cursor occasionally disappearing in combat should be fixed.
  • Fixed enemy AI turn resolution if it had no valid path such as if ally was completely surrounded.
  • Mouse cursor should be more responsive in combat.
  • Fixed issue with double attacking ranged creatures turns resolving incorrectly in melee range.
  • Fixed issue of ally occasionally attacking the wrong target.
  • Eliminated issue of enemy cell path highlight fade interfering with Ally available movement cell highlighting.
  • Ally cells within movement radius will also get pathfinding calcs now to ensure that cells that are not reachable are not shown as movable.
  • Eliminated issue where previous ally attack position logic could carry over to next ally with turn.
  • Fixed combat issue where an enemy would sometimes not be attackable. (I think!)
  • Hotkey for Wait added = ‘W’
  • Hotkey for Defend added = ‘Spacebar’
Adventure Map Fixes and Changes:
  • Fixed decide later option for mineral mines and others.
  • Optimized map movement and eliminated lag / stutter on moving, picking up loot, etc.
  • On reloading the scene, if the Player is standing within the aggro range of an undefeated enemy, they will be auto moved to the position that they approached that enemy from outside of the enemy’s aggro range. – This prevents the player from getting stuck in a fight that they don’t want and also eliminates a scum-save exploit to bypass certain enemies.
  • On reloading, if the player is standing on loot, such as next to a defeated enemy, the loot will be autolooted so the player won’t have to leave cell and go back to get it.
  • On capturing strategic resources, such as the Lumbermills, they will be captured automatically upon reloading after successful combat so the player does not need to manually interact with them again.
  • Eliminated issue of player sometimes not entering combat when entering creature aggro radius.
  • The Weredragon artifact should be automatically found after defeating him.
  • Creature tooltips changed to approximate creature count (HOMM style).
General Game Fixes and Changes:
  • I did some major game optimizations which reduced the game’s unpacked size from 2.25GB to 489mb, a 78% reduction! This was primarily the result of spending some painstaking hours optimizing pretty much every texture in the game, but, I think the results were worth it. The game should have better performance overall and take less CPU and GPU to run.
  • Added tutorials to the game that are accessible from the in-game menu. – This should help players figure out how different aspects of the game work and potentially clue them in to features that they may not have known existed.
  • Added some logic to prevent various pop-up windows from interfering with each other. The pop-ups, such as level up, notifications, and dialogue events should now be better about watching and waiting for other windows to finish what they’re doing before they activate.
  • The Yunkuthu and the Amazon renders should now show up for viewing in the remember exploits viewer after the encounters have been completed.
  • Fixed the brothel so that it would correctly keep the brothel worker available for hire upon game reload.
  • Fixed some issues with the Thieves Guild purchasing and correctly reloading available to purchase artifact.
  • Eliminated Demeterium requirement for building the Brothel so it can be built early in the game for better balancing.
  • Reduced Demeterium requirement for building the Thieves Guild.
  • Made capturing the strategic resources in the south more challenging because the armies are no longer fixed sizes but with auto-scale with randomized unit composition in some proportion to the Player’s army strength. – How strong these armies are relative to the Player will depend on the game’s difficulty settings. – The result should be that there are more challenging and epic fights at the end of the game when the Player has a huge army rather than the Player just rolling over everything.
v1.04
See More
  • Adventure Map: The main game-play now takes place on an adventure map, HOMM3 style. The player can explore, fight monsters, find treasures, resources, artifacts, capture resource nodes, etc. There are also quests and in some cases you may find damsels in distress around the map.
  • Building System: A building system has been added. The Player can build up a base and different kinds of buildings. Some buildings allow the recruitment of creatures, while others serve other special purposes.
  • Combat System: There was some significant rework of the combat system to improve stability and performance. – Many bugs were squashed in this process.
  • New Creatures: There are quite a few new creatures added including an entire faction of Amazons and many others that you’ll see scattered around the map. The creatures have their own special abilities etc.
  • Turn based system: A turn based system has been implemented in the adventure map as well. Recruitment buildings refresh their populations weekly, also, creatures on the map will have their populations grow as well, slow at first and faster over time.
  • Other changes:
    • Art assets have been changed to higher quality ones.
    • The adventure map was completely redone.
    • Most stories are new, while some parts of stories and the old lore is still present.
    • Additional renders have been done.
    • It is now possible to select what stat will be increased upon player leveling.
    • Most of the UI has been reworked and the dialogue system was completely redone.
    • Additional features such as the ability to sell unwanted artifacts have been added.
    • The game now autosaves both before and after combat and also at the beginning of each day. There’s also a manual save in the menu so the game can be saved at any time.
    • The game can be played start to finish, the win condition involves capturing all of the strategic resources.
The game has been almost entirely redone, and this version can be played all the way to the end.
v1.0.3
See More
Fixes:
Fixed issue where first turn of combat was not going to the creature with the highest initiative.
Redid some sprite renders and eliminated orthographic / perspective render mismatch for affected units.
Fixed issue where an army with a single unit was not positioning correctly on the combat grid.
Fixed ranged units getting stuck in attack logic from previous round. Fixed issue where multiple enemies were taking a turn simultaneously.
Fixed current turn flash indicator going too rapid.
Fixed get hit and retaliation animations that would sometimes face the wrong direction in combat. Fixed Goblin Store quantities not getting saved on reload.
Fixed issue where dead ally units would reappear in the Player’s army after returning to town.
Fixed all stores so it is no longer possible to bug them out and purchase infinite units with negative gold.
Fixed issue with end of combat sometimes displaying the wrong unit death counts. Optimized hundreds of textures, repacked sprite sheets, reworked animations, and improved texture compression. I did hundreds and hundreds of these and it took me some days, but the result is the unpacked file size even with 7 new units added shed about ~3gb. – This should help performance of the game all around, improve load times, and make the game work better on systems that don’t have super powerful GPUs/CPUs, etc.
Features:
Added seven new unit types: Cleric, Spearman, Orc Shaman, Paladina, Amazon Warrior, Marksman, Rogue.
Added new unit stores for Orc Shaman and Wolves that can be unlocked at a certain point in the game.
Added particle effects for spells and some special ability procs. Built a system that will generate randomized enemy armies that are dynamically scaled relative to the Player’s army strength. – You will see this in action in the new fights added. The result is more challenging and more balanced (and hopefully more fun) combat. You can make huge armies and have epic battles if you want. – Also, with this system, it will be possible to easily add a difficulty system to the game.
Improvements:
Added precise foot position tracking to keep better track of unit grid positions in combat, this should help prevent pathfinding errors and their related bugs.
Increased default speed of all units in combat. Improved the alignment of all units to the combat grid.
Made combat grid movement smoother.
Changed the way combat raycasts are handled, instead of raycasting the unit sprites to get Player’s desired attack direction, the cells themselves are used instead. Advantages are cells have static geometry, consistent render layer, and no overlapping colliders. In addition, better use was made of layermasks for targeting. – The end result is, it should be much easier to target stuff in combat, even if it is surrounded by lots of other units.
Increased gold and experience gained from battle for better balancing.
v1.0.2
See More
-Fixed issue where player would get stuck after choosing the option to slaughter the Wolves.
-Fixed some boots that were supposed to give defense but gave luck instead.
-Fixed exploit of getting +1 strength from the Shaman each time the Player returned to town after combat.
-Fixed combat issue where pathfinding would allow the Player to strike a unit on the top of the map from the bottom, and vice versa.
-The settings for map scroll speed and typewriter speed should now be preserved when coming back to the map scene from combat.
Feature Changes:
-Added menu screen at start of game.
-Added save/load feature.
-Made continue button much larger and added slider option in game menu to control size of text in the dialogue.
-The hex-cell under the Ally unit that has a current turn will now flash to help the Player see what’s happening during combat.
-Added speed options to combat, x1, x2, x4, x8. The animations, projectiles, and movement will all speed up according to these multiples. Note that really fast speeds might bug combat out occasionally, I’m still working on stabilizing.
-It’s now possible to swap equipped items of the same type in character screen. Also, any equipment items can be swapped with each other in the generic equipment inventory slots.
-Made some changes to combat so it will auto add animation events toward the end of attack animations so that all attack animations will get represented better with less looping behavior during combat regardless of the anim length / speed.
v1.0.1
First release
Developer Notes:
See More
More about the game

The game has a custom built hex-grid turn based strategy combat system. – This isn’t an ‘out of the box’ turn based strategy kit or something, it’s fully unique and all of the AI and combat logic is custom built.

The game’s combat system will have dozens of different types of units that all have their own special combat abilities. I exported more than 200,000 images for all of the creatures and their animations and am working through getting them all integrated into the game. The game has quite a few integrated and playable units types already, but, this will continue to be expanded on and each new unit added will make the combat system more interesting. There’s also a loot system in the game with hundreds of pieces of equipment (already added) that will modify the Player’s stats. These can be found randomly from combat encounters or purchased from in-game stores using in-game currency.

The game has some RPG elements in the story and the adult aspects are handled primarily through renders and dialogue. There are quite a few scenarios and dozens of renders already in the game in it’s current state, but this will continue to get expanded upon.

If this sounds interesting to you, please support on Patreon to keep this project alive!
Thank You.

DOWNLOAD
Win x64: MEGA –  MIXDROPWORKUPLOADZIPPYSHARE

563736 562536 Orc Riding 4 new var1 | Free Adult Games563730 562566 1581429506143 | Free Adult Games563734 562561 1581429383641 | Free Adult Games563731 562565 1581429481456 | Free Adult Games563732 562564 1581429452830 | Free Adult Games563733 562563 1581429415036 | Free Adult Games563729 562540 Overmap | Free Adult Games

Loading
svg Hot Games svg To Top

Quick Navigation

  • 1 svg

    War of the Orcs [v1.0.9] [Ripe Banana Games]