enlit3d posts
V5.08
Download LINK.V5.08 is here! The big feature in this patch is the new Party Management System that allows you to "store" and "take" units. Along with it, it is now possible to capture enemies and take prisoners. The following actions have a chance of capture: carrying a tied up unit to exit portal, finishing enemy with H move, and converted units via devices. Note that only non-unique units can be captured.Hopefully everything works, but I look forward to the probable bug reports.Changelog:- removed "Forest" area as it i...
Patch Preview
The Village map only had 2 NPCs, and every new feature was crammed to either one of them. As a result, it can be easy to miss game features because it is so overwhelming. In the new hub area, the goal is to have many NPCs, but each with their theme and specialized function. So it is move obvious on which type of goods/service each NPC can do for you.The second new map is a survival/waves scenario. There are waves of enemies. Upon defeating all enemies of a wave, the next wave will commence, after a short delay. Once you defeat all the waves, a ...
v5.07 - new Map!
Download LINK.New build is here! Had some issues with the compiler not cooperating which led to a bunch of unpleasantness. The new map is here along with the new unit/outfits.I am also working on a Endless/Survival Mode, as that seems to be a rather common suggestion. But that will be for next patch. Another thing I been trying to do is to have more data files in the /data/ folder, because the modding "scene" seems to have grow a bit and having more references is always beneficial.We also have a modding repo/release site here:https://ww...
Patch preview
Build's not ready yet. So here is a sneak peak of what I am working on and what you can expect on the next build.Added a combat tutorial/training side mission that tries to explain the basics of the combat system. The environment might look different in the patch/changed in the future - I'm more focused on the scripting side of things atm.Next thing I want to add is an entire new zone. Let's call it Woods. (Since Forest is taken) It features new unit types.The first is "Plant Girl" (Yes I know there are alternative names but...
V5.06
Download LINK.New build is here. Couple of highlights.The first is a new area/side mission that introduces players to the restraining mechanic. I think what the game lacks the most atm, are better in game tutorials that demonstrates and explains various game mechanics. So that's what I'll be focusing on making first. This mission is probably fairly easy if you are already familiar with the game. And that's okay. It's meant to be one of the earlier missions that players can take part in.Right now, it is a stand alone kinda thing,...
V5.05
Download LINK.New build is here! I admit, the new mapping system took longer than expected, but hopefully that's behind us now. Now its the time to reap the fruits of hard labor. Over the next couple of patches, I'll be adding things that's reliant on the new mapping system.I really want to get a build out before the end of Feb, so here it is. The "big" feature of this patch is an entirely new area, the "Goblin Camp" (Not to be confused with the "Goblin Lair" using the old dungeon system) Here a picture:And a...
Preview #4
Download LINK.This is for $5 tier and up, to get more feedback. It is a still a preview build, which means expect bugs and unintended features. Backing up your saves is recommended. Head to to the discord if you run into problems / have questions.ChangelogsPreview 4 :- fixed missing units bug from loading v4.9 save - fixed bug that causes certain cheats to popup errors - fixed bugs arising from changing zones while having converted unitsPreview 3: - fixed issues from loading saves from v4.9- fixed issues with saving with saves from v4.9- BGM fo...
Preview 3
Download LINK.Fixed a lot of bugs already, but I am sure there are lots of other bugs to be found. If there arent any major/breaking bugs, I'll like to release the build for the $5 tier as well to get more eyeballs on it.- fixed issues from loading saves from v4.9 - fixed issues with saving with saves from v4.9 - BGM for test dungeon should be looped now - fixed bug that sometimes caused spawn units to fail - fixed bug that sometimes caused unit to persist through different maps even when they shouldnt - for purposes of device-grab selectio...
Preview #2
Download LINK.Changelog:- fixed game crash when loading saves with planted crops - fixed game crash when talking to NPCs - fixed the Shrink command to actually shrink the object - Modding: Implemented loading of sounds via "soundFiles" - Implemented new item type - marker removers - Added new map transition command [m_goto "MAP_ID"]. Eg. m_goto "Village" - Implemented (optional) deferred resource loading - The idea is that currently, everything defined in _FilesToLoad are loaded at game start. This could lead to poor loa...
Preview Build #1
Download LINK.NOTE: this a preview build for a reason. Expect unintended features. Backing up saves before running this is highly recommended, and have cheats available in case anything goes amiss.The big feature in this build is a completely new Zone & Map system. This, in turn, enables a couple of other things, such as the new dungeon generation. Included in this build is a "Test Dungeon" to showcase and test some of these new features.In short, how this new dungeon generation works is by sewing up premade rooms together rather than g...
Modding: generating IK data tutorial
A while back I mentioned that I'll add a tutorial on how to generate IK move data to handle grabs between non-standard size participants better. Finally gotten around to do it, here it is. Mostly pictures, but should be straight forward. Feel free to ask questions if anything is not clear.Regarding the new Zoning System and Dungeon generation, what I'll probably do is release an $10 tier experimental build. The reason behind this is very likely to be buggy and most of the new features are probably only interesting to modders. Many thing...
Progressing...
On the last post, I outlined the new dungeon generation system. Here is another post demonstrating some of the things I have implemented.So, the dungeon generation itself. It short, it mostly works now. Here is a visual demonstration of how this new system works.We start by using the terrain_editor to create a bunch of building blocks. (These blocks are for demonstration purposes and not final in any means)These can be saved to .map files individually.Then, we can declare which and how many of these individual blocks to use to create the dungeo...
The Progress So Far
Been working on the new dungeon system, here are some of the new things so far.The first is a rework of the transition system. This is kinda hard to explain without going into technical details. But basically, under the old system, the game simulates all zone that the player have visited. So the game may be running the village area, the tent area and the dungeon area at once. This have a couple of problems, such as poorer performance and oddities such as villagers falling into the camp and so on.Under the new system, only one active zone is run...
New Cheats for v4.944
Here are a couple of cheats implemented for v4.944:[deep_pockets] -> refills ammo to full at every game frame; effectively, granting infinite ammo.[init_player "UnitId"] -> initializes the player to a different unit. Mostly meant for modding but probably have a few different uses too. For example, playing as a group of Goblins.[init_target "UnitId"] -> same as previous, but initializes the unit the cursor is pointing at instead of being on the player. For example, converting one of your followers to a Goblin.
v4.944 - tweaks!
Download LINK.Changelog:- fixed move selection bug where futas are treated as males - more units have access to threesome moves - you may now grab restrainted units (instead of carry or nothing) if your current equipment is not an restraint - implemented a few more cheatsThe previous patched made a couple of systematic changes. The issue with those is that it can be difficult to see all their effects without throughout play testing. So thanks for all the feedback! Hopefully this patch nudges it into a better place, if not, we can always try aga...
v4.942 - bug fixes
Download LINK.Changelog:- males: can now equip horns and tails - fixed bug that only beatdown could be selected on unit on devices - optimized the interaction prompt when attempting to place unit onto devices - restored pp to units that lost them in previous patch - traps: now assigned to teams & only triggers on hostile units - trapper units will now place traps of their own team - fixed abilities duplication bug on save/load - added temporary command [fix_dupes] if you are affected by this bug - added a new hair style "hair_short_7" ...
Cheats 101
Beside playable males, v4.94 implemented a significant feature that was only mentioned in passing - cheats. Without further ado, here is how it works:First, you must enable the in-game commands console under options (press ESC):Then, when you press the ` key (located beneath ESC key, above TAB, and next to #1 in US-layout keyboards. You should see the console popping up:Type something and press enter, you will probably get a “unknown input” message at lower right of the screen.If you want to close the console, press ` key or ESC key.Clear t...
V4.94 - playable males!
Download LINK.Playable males and additional console commands are here! This knocks off the first and second significant features for this month. There will be another $10 Patreon only post on how to utilize additional console commands not mentioned in the patch nodes.Changelog: - new feature: units can be assigned with a list of known moves(grabs) to pick from rather than having access to all the moves - some units are now assigned with a list of moves - fixed bug with hotbar key displaying incorrect numbers after swapping - game wi...
Plans for January
Hope everyone had a good holiday and Happy New Years.As mentioned previously, I want to start wrapping up on implementing new features and move onward to content.There are three significant features planned for January:The first is cheats/console commands."Basic cheats" are included of course, like spawning items, give exp, kill command, fully heal self and so on. You can also use it to spawn units of your choice, place them on different teams, and watch the ensuring battle/orgy.In the past, there were a lot of interesting ideas and sug...
v4.9.31
Download LINK.Took a while to track down an elusive bug. Plus the fact that I was pretty occupied with IRL stuff so this bugfix patch is a little late.I also found another bug that caused the chance of meeting recruit-able allies to be wayyyy lower than intended, so that one is fixed now. Also scaled the spawn chance base on dungeon size (strictly higher than before).There is also a pretty major feature in the works, but I doubt I can get it to a working state in December, so that'll be the goal for January. More info to come.Otherwise, thi...
V4.9.3
Download LINK.V4.9.3 is here! I didn't get a lot of time to work on it unfortunately, so it might be a bit buggy, especially the grab on unit placed on devices part. My plan is that in the very likely event that I wouldn't be able to work on the game in the final weeks of December, I want to release the v4.9.3 ASAP and have another patch soonTM to fix any bugs. So make sure to report em!Changelog:- implemented multiple hotbar pages, click the arrows or cycle with TAB key- you now have access to the "terrain_editor" again via the...
Mod Repo & etc
A while ago I asked for suggestions on a central web host/service to use as the mod repo. One of the suggestion was reddit. So I thought, why not, let's give that a try. Made a subreddit:https://www.reddit.com/r/enlit3dGames. Added 2 pinned posts: one on how to install mods, and another on a collection of modding guide/tutorials. Then added a couple mods there as well. Probably missed a couple, so feel free to post about your own. I don't expect a lot of traffic, so this should be sufficient for a while...Now regarding the game:Implemen...
V4.9.2
Download LINK.Changelogs: - implemented 2 additional F/F oriented moves - finger_bang and face_sit- implemented equipment requirements- NOTE: stats requirements refers to the base stat without modifiers- implemented unit recruitment - speak to Merchant-Chan at Village- refer to previous post for details- you may now join 3somes initiated by your allies- fixed a crush in equip coloring via pressing "default" and then "cancel" on certain items- restrained units are now invulnerable- parrying an enemy in the air now cause their hor...
Upcoming feature: Recruitment
Here are a couple features for next version.The first is item requirements:This by itself is not too terribly exciting, but it enables 2 features in the future: 1) Tiered equipment. For example, a better sword that need higher MIG/DEX to wield 2) Body specify equipment. For example, male or female only gear.The second feature is recruiting! This is still very much in development, and for now, Merchant-Chan have the dialogue prompt for recruiting:Here is a quick description of all the units you can recruit so for:The first are farmers. Their gre...
Some mods and looking for suggestion on a mod repository
Here are 2 mods that was posted on discord.The first is an official hairs pack. This will likely be merged into the base game so it's pretty safe to use:Download LINK.The second is a dungeon mod by @EternalDecay.This is a pokemon themed dungeon and it contains a quite a few pokemon themed-units.It is probably not for everyone, and the dungeon, when I tried it, is fairly challenging. Recommended to have an strong party before venturing forth.Download LINK.Now, the question:With the increasing amount of mods available, it is necessary to crea...
v4.9.12
Download LINK.V4.9.12 is here! Mostly to fix the game crush on hair change / certain items. In addition, I found the Godness Boss ("Dungeon" floor 3) to be lacking. The strategy against her usually involves trying to get her stuck in grabbing ally loop. Since that no longer work as well as before, she is now overbearing. So instead, I added a new "mini-boss" at the end of floor 3. She got a few tricks up her sleeves, you'll have to find out yourself :).Changelog: - fixed crush on clicking on empty equipment slot - fixe...
V4.9.1 QoL changes!
EDIT: download v4.9.11 HERE. Fixed a coloring bug.EDIT: link taken down to fix a bugNew build! This is mostly a patch including a bunch of quality of life changes that I wanted to do for a while.Changelog: - fixed a crash when coloring some specific items - increased the number of rows in dye UI from 16 to 24 (more Hues to pick from) - fixed bug in quickbar where it sometimes incorrectly swaps unique items - increased the duration of grabs across the board - added buttons to open mod folder and saves folder under Options-Other ...
Suggest a filehost
It seems that quite a few people have issues with mediafire/zippyshare. I am definitely open to suggestion on a different filehost to use/try, so fire away!Excluded hosts for one reason or another: Mega Google Drive DropboxEDIT: in case it wasn't clear, it means that I WOULDN'T use the hosts above.
V4.9 Dyes!
Download LINK.Dyes patch is here! One of the first uses of the modding system is different colored items, but that is probably not as easy to use as an in-game system. So here it is! As with every x.x.0 patch, expect potential bugs & crushes!Changelog - Added dyes! for coloring equipment. Check previous post for details. - fixed an infinite consumeable bug - applied the rounding item stack to 1,000s, 1mils etc to all item types instead of only on gold because why not - equipment with enchant level or dyes now have a blue icon instea...
Introduction To Dyes
Dyes / in-game coloring of equipment is almost here! This post will briefly go over how it works.Let's talk a bit about the design goals for the coloring system. I think the following characteristics are important: The color picking process must be preview-able, which means the player should immediately have feedback on what the new color looks like before finalizing the decision. The system must provide means to "cancel" changes and "remove/restore" to default "color." A better way to present the color choices would...
















