New demo version: v0.302
Heroine Rumble 2 » Devlog
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New public version is now available for download.
Changelog (v0.302):
- Added new toggle "Show Verbose New Player Tips" under Options->Content that can disable the new "You may claim victory..." prompt
- Added class change items to the Shop, they change character's class and reset picked level ups
- Fixed a possible game crash when grabbing another character
- Fixed the bouncing hair problem in loadout screen
- Fixed Carrying opponent at 0 max HP causes lust damage build up
- Fixed HUMILIATE grab camera not saved and not showing in the random grab generation weights
- Fixed {TARGET.name} not working in custom TAUNTING dialogue
Changelog (v0.301):
- Fixed a crash when adding new character to recruit pool
- Fixed a crash when using older style MapData (such as ks_Wrestling_Ring)
- Fixed IndividualEffect scaling not applied to FireProjectile properly
- Fixed custom idle pose not working for Grappler and Beastal class
- Added a "You may claim victory by grabbing then pinning your opponent!" prompt when the match is waiting for player to conclude via pin
Changelog (v0.3):
- Added new ability - Taunt: risky maneuver that increases super meter if not interrupted
- Added new custom animation key: "taunt_animation" to change which animation used during Taunt
- Added new dialogue trigger TAUNTING to customize what the character says when casting Taunt
- Added new class: Grappler: "resilient and charismatic brawler that has a strong grappling game"
- Added new ability: Windup Punch (Grappler exclusive) - "Deliver a powerful punch at opponent after winding up. Can start even when staggered"
- Added new ability: Forward Kick (Grappler exclusive) - "Deliver a kick towards opponent at long range, useful for applying pressure."
- Added mechanics to support stagger-activatable abilities
- New random characters can now generate as Grappler class
- Added a delay in between consecutive voice sounds can be played
- Added fake dithering transparency on objects close to camera, potentially blocking view to action (for example, the walls in Education Room can potentially block view to characters completely)
- Updated game stages (made the dithering transparency an opt-in feature per model rather than always)
- Improved particle spawning position when climaxing
- Added a "Evaded" text floater when successfully evaded attacks (no functionality change)
- HP Bar numeric display (the 100/100 text) now shows max HP (red bar) for the 2nd number instead of total HP
- Energy Bar numeric display (the 100/100 text) now shows max Energy for the 2nd number instead of total Energy
- Increased PUNISH grab damage by ~50%
- Increased base line climax damage by ~50%
- Increased HUMIL grabs opponent super meter reduction effectiveness by ~50%
- Renamed the "End" match button to "Quit"
- Reduced time to start recovering stamina after getting hit
- Abilities with hyper armor/high bonus stagger resist (such as Powerfist) now grants a damage reduction during hyper armor as well
- Dash can now be initiated by pressing a movement key while holding block
- Exhibition opponent(s) that becomes recruitable is now shown in the end of combat rewards grid
- Can only recruit exhibition opponent(s) with level less than the highest level of character in player party
- EXP gain in matches now affects all characters in roster instead of only those that participated in the match
- Cursor hovering over battle UI elements such as stat bars, ability icons and controls list now no longer block keyboard input
- Reduced energy cost of grab holding to 5.0 per second (from 10.0 per second)
- Message textbox no longer shows up after changing game options
- Grab from interact (E) now uses "grab_attempt_fast" instead of "grab_attempt_stand"
- New starting main character now starts with randomized personality traits
- Added a tutorial when starting a new character
- The tutorial can also be viewed in Manage - Tutorial
- AI: added handling for stagger-activatable abilities
- AI: added handling for buffing abilities (taunt)
- AI: will sometimes be more defensive when stamina (yellow bar) is low or energy (light blue bar) is low
- Fixed a rendering issue with meshes with more than 1 uv set
- Fixed a input bug that causes inputs to be buffered while UI elements are active
- Unit Preview UI: can now pan camera horizontally (within a limit)
- Unit being carried no longer make h noises
- Fixed bug where grabs with 0 attackers is not accounting for target's size category correctly
- Fixed custom animations (such as idle pose) overriding restrained animation set
- Fixed "Shallow Climax" giving incorrect base lust bonus
- Fixed a bug where evading units can consume all attack charges (didn't affect 1v1s at all)
- Fixed outfit with .replaceBody = true and .alwaysShow incorrectly showing underlying body mesh when broken
- Fixed PUNISH move not raising lust stat of defeated targets
- Fixed starting main character not starting with default abilities already placed onto the ability grid
- Fixed a model weight issue with Sports Cap Adjustable
Changelog (v0.29):
- Added new mechanic: adjustable outfits (accessed in dresser - adjustables tab)
- Added 5 ahoge hair adjustables (+ alternative hair color versions)
- Added 4 hair strand adjustables (+ alternative hair color versions, with clothing physics enabled)
- Added 1 glasses adjustable
- Added 7 new hat adjustables
- Added the nurse cap and maid hairband as new adjustables
- Added 9 new shape adjustables (+ alternative color versions)
- Added 2 new ribbon adjustables (with clothing physics enabled)
- Lots of improvements to the cloth physics system
- Solved lots of adjustables integration problems with existing game systems (a huge amount of effort went into this, mentioning this if you are wondering why this patchnote is short)
- Fixed Body Slam animating too quickly
- Fixed bug that caused PUNISH grabs to deal way less damage than intended
- Rebalanced PUNISH grab damage
- Added missing character colliders for left and right chests
- Fixed character colliders not influenced by scaling/size
- "H***Job Choke" grab: added some crouching effect when BIGGER_THAN than target
- "Muscle Buster" grab: fixed animation being played too quickly
Changelog (v0.281):
- Fixed bug that prevented other half of persoanlity spectrum not being used
- Fixed bug that caused exhibition opponents to have no personality generated
- Fixed bug that allow players to edit equipment of enemies in the unit view screen
- Fixed indirect lighting not reset properly after exiting stages with custom skybox/indirect lighting
- Added HUMILATE grab type to partner pose selection
- Characters with more than 5 personality traits now rerolls 5 new ones
- Armor stat no longer reduce PUNISH grab damage (armor stat not acquirable without mods)
- PUNISH grab minimal damage increased to 15% from 0% (PUNISH grab damage downscales base on how low target max HP is)
- Added custom background music for some of the stages
Changelog (v0.28):
- Added new grab type : HUMILIATE which deals low damage but reduces target super meter
- Added 2 new foot themed grabs: fm_foot_job_with_@$view and humilfoot_in_face_stepping
- PUNISH grabs now no longer deals lust damage based on target max HP % (but deals reduced physical damage based on how low target max HP % is)
- Added new stage: Stadium (made from HR1 arena)
- Level up Choice "Tease Expert" now buffs HUMILIATE grabs too
- Added new personality traits and reworked old ones
- New randomized characters now roll with 5 personality traits instead of 3
- Characters in your party with less than 5 personality traits rerolls to 5 new ones
- New rolled personality traits are more likely to be on the extremes instead of clustering around the middle
- Added 2 new Custom Dialogue Type: START_GRAB_HUMILIATE and PART_ATTACKED_SENSITIVE
- Climax particle from pp spawn location is now influenced by pp bone scale(size)
- Fixed normal map strength of non 1.0 handled incorrectly
- Fixed rope item not working on male characters
- Fixed grabbing with interact/pickup button still works while bound
- Fixed pickup-throw not working
- Fixed missing skin in Skin Tight Waist2 when outfit broken
- Fixed Skin Tight Waist 2 and alt version mission mesh on the crack area
Changelog (v0.271):
- Added 3 new foot themed grabs, fm_foot_job_sitting_chest, indulge_forced_foot_rub and indulge_lick_leg
- Added rope held restraint item
- Added (back) armbind restraints via rope
- Added 4 new armbind specific grabs: punish_restrainted_slapping, fm_restrainted_cowgirl, mf_restrainted_deept**** and mf_restrainted_titty_f**
- INDULGE grab now uses a slightly modified expression set
- Decreased damage to opponent of INDULGE grabs
- Added AttackerCanHave flag for Amazon Style grab
- Added mouse wheel scrolling support for dropdowns with filters
- Fixed game crash when importing a character with custom poses in Dresser
- Fixed game crash due to releasing grab of target placed onto a device
- Fixed unit placed onto device incorrectly turning towards attacker
- Fixed bug that cause certain stains to be incorrectly removed
- Hairs no longer show (Adv) material that currently doesnt do anything
- Engine:
- Added support for detecting and resolving collision between colliders placed on maps
- Added support for custom skyboxes
- Added support for placing pickup-able items in custom maps
Changelog (v0.27):
- Added new PUNISH grab: punish_figure_four_leglock
- Added new PUNISH grab: punish_ankle_lock
- Fixed recruitable list not updated after matches
- Removed the cancellable stagger mechanic
- Reduced Wakeup handstring ability's range and attack frame comes later
- Improved clothing physics further
- Expanded on IK system
Changelog (v0.262):
- Fixed AUTO_GRAB_DEFENSE not consuming stamina when it triggers
- Fixed units start regen stamina immediately after downed
- Fixed bunnysuit fishnet
- Fixed a possible game crash when exiting match
- Fixed unit voices not played properly during grabs that targets MOUTH
Changelog (v0.261):
- Added >Experimental< cape_long in the back slot (just to test the system out, not for long term use)
- Triggering an auto grab defense now stops stamina regen for 3 seconds
- Added more decimal places to slider frame
- Added randomize option in H lab
- Removed Export button in Dresser (use loadout -> data -> export instead)
- Removed Import and Export button in H lab (use loadout -> data -> export instead)
- Fixed a possible game crash
- Removed the fluff tail for bunnysuit so the corset can more easily be used outside of bunnygirl context
- Grab target now plays muffled voice when the grab targets mouth
- Grab attackers may now play h voices for FINISHER and INDULGE grabs
- Fixed some weight issues with bunnysuit corset on the groin area
- Fixed a issue with recruit party pool can overwrite recently recruited unit data (causing this sequence of issue: match -> recruit -> customize recruit -> match -> customization disappears)
- Fixed temp pp growth not properly treating affected characters as having pp
- Fixed issue with male opponents are getting female voices from random_card_char (or vice versa)
- Fixed export_unitdata_json not exporting (Alt) colors
- Fixed certain outfit that uses (Alt) color not working properly
- (Alt) color alpha value is now locked to 255 as its value usage isn't well defined atm
- Fixed generated AI characters can ignore previous picked level up requirement completely
- Fixed previous picked level up requirement text not shown properly
- Fixed a few level ups with invalid requirements
- Fixed issues with skintight torso 2 when damaged
- Fixed one case where early grab breaks causes attacker to keep grab .tempOutfits
Changelog (v0.26):
- Added new Beastal "class" with its own set of animations + abilities
- Random Exhibition opponents and random recruits have a chance to spawn as Beastals
- Added 3 new PLEASURE grabs on targets with pp: "fm_lift_backbreaker_handjob", "fm_rollup_handjob_a" and "fm_mindcontrol"
- Added Skintight bodysuit 2
- Swapped Skintight bodysuit 1 with Skintight bodysuit 1 Alt (need to switch in Dresser with regular <-> alt if want previous style)
- Sliced up the head model up to allow for eyes and ear customization and added mechanics for automatic migration from previous head data (mentioning this in case this doesn't quite work and you have chars with empty eye sockets or something)
- Added eye customization under Head-Eyes (4 choices in total)
- Added ears customization under Head-Ears (4 choices in total)
- Added dual color (gradient) version of bangs, side and back hair
- Added wakeup attack from downed position by pressing attack(J) while downed
- Added AI behavior to use wakeup attacks
- Added save slots renaming
- Added time stamp in save slots (only after saving)
- Added a field in save/loading to show which slot is currently used
- Added IKChain enableIf.participantIKChainState to fix issues with tease_stand_behind_grope
- Added new fame rank "Prominent" at 5000 fame with 24 roster slots
- Generated character's body sliders may now be influenced by cards placed in "random_char_cards" folder
- Generated character's voice and dialogues may now be influenced by cards placed in "random_char_cards" folder
- The delay for attacker after releasing a grab increased to 0.7s (from 0.5s)
- Standing up state is now invulernable
- Fixed characters preplaced in a map outside of the playable bounds getting snapped inside playable bounds
- Fixed characters preplaced in a map was treated as a targetable enemy
- Fixed character select screen not showing correct character sex for custom characters
- Fixed AI released its grab target at combat resolution (and cause custom victory grab pose to not work)
- Fixed the skintight suits missing the .treatAsExposed to expose private pps when broken
- Fixed custom .dashAttack in .weaponMoveset not working
- Fixed a relatively rare issue where jumping attacks can launch at the opposite direction when target is very close
- Fixed attacker with 0 HP initiating a grab could lead to a infinite duration grab
- Fixed GrabData .durationMultiplier doesn't work
- Fixed custom VoiceId selection not using the new dropdown with scrollbar and filter
- Fixed pressing J (or rebinded Attack key) closes certain windows when it shouldn't have
- Additional air juggle time from non knockup attacks on aerial characters is vastly reduced
- Increased stamina cost of blocking attacks by up to 300%
- Passive - Blocking Expert: Stamina cost of successful blocks reduced by at least 33% (from 50%)
- Passive - Parrying Expert: Stamina damage of successful parries increased by 50% (100%)
- Ability - Shoulder Slam: now deals x3 stamina damage
- Ability - Powerthrough: now deals x1.5 stamina damage
Changelog (v0.251);
- Fixed attacker losing super meter when delivering climax damage to target in a grab
- Fixed AI parrying more often than intended
- Fixed game crash in H-lab when selecting Target A$$ filter
- Fixed the grab via interact key (E) not completely bypass grab cooldowns
- Fixed the smaller arena bounds for grabbing characters was incorrectly applying to carrying characters
- Fixed the smaller arena bounds for grabbing characters was incorrectly applying to grabs with devices
- Fixed rendering issues with skintight suits neck area
- Grab filter and outfit filter are now case-insensitive
- New generated random characters now have greater chance to have at least one grab ability (but it's still possible to have none)
- Futa characters can now use strap-ons
- When male characters uses strap-ons, it will have no effect and destroy the item
- AI will no longer pick up un-usable items and drop them if held
- Guard drop delay reduced to 0.25s (from 0.8s)
Changelog (v0.25):
- Added new outfit: skintight_suit with 2 variants
- Added "Character Bio" tick option for character card import/export (only stores name atm)
- Added new mechanic: press E to initiate a grab on KO ed foes or foes placed on a device, even if no grabs is selected as an ability
- New randomized characters are no longer forced to have the default grab on the bottom ability slot
- Added 7 new voice packs: 5 new female voice packs, 2 new male voice packs
- Increased the sound volume of default/f_voice1 and readjust voice volume in general
- Voice pack id selection in voice/dialogues is now sorted alphabetically
- New randomized characters can now spawn with a randomized voice pack
- Added an interact prompt when carrying an character and next to a placeable device (just UI, no mechanics change)
- The signature grab ability icon is now hidden until super meter is fully charged
- Added a blinking effect to the singature grab ability icon when it is ready
- Added new tab in loadout - overview to see selected level ups in the past
- Starting grabs will now push characters away from the edge/boundary a bit to help with camera issues + bodies staggering together issues
- Fixed signature grabs was always selected from first grab loadout even when there are more appropriate loadout to selected
- Fixed Parrying Expert not applying bonuses
- Fixed Evasion Expert is always applying
- Fixed issues with PP clip-plane not resetting properly on grab change
- Fixed the selected outfit indicator (yellow rect) not updating properly on outfit switch
- Fixed unit portrait not being updated after importing a character card in loadout
- Fixed inserting attachment to an slot with existing outfit not removing the existing outfit
- Fixed outfits with different outfitLayers having incorrect interaction with things that refills outfit value (such as from strap on)
- Improved level 4 AI to sometimes move away from target instead of always forward
- Improved AI logic to made it trying to parry moves that aren't parryable and etc
- Improved AI downed state and blocking state behavior
- Increased the power of PUNISH grabs by ~20%
- Slowed down super meter gain rate
- The ability Powerfist is now unparryable
- Offensive stats and defensive stats increase per level reduced to 4% (from 5%) per level to give more weights to stats
- Tweaked the base stat effects:
- STR: increases physical attack by 5% and stamina by 5%. Important for those that wants to trade hits.
- DEX: increases lust attack by 5%, action speed by 2% and cooldown recovery by 5%. Important for those that wants to act quickly and often.
- INT: increases physical + special attack by 5% and max mana by 5%. Important for those that wants to use abilities often.
- WIL: increases max HP by 5%, max lust by 5% and climax by 5%. Important stat to increase survivability.
- CHA: increases lust attack by 5%, max lust by 5% and super meter gain bonus by 5% per point. Important for those that wants to empower their pleasure grab attacks.
- Tweaked the level 5 "Focus" levelups:
- Melee Focus: +3 STR, +3 DEX, -3 CHA
- Eloquence Focus: +3 DEX, +3 CHA, -3 STR
- Survival Focus: +3 DEX, +3 WIL, -3 CHA
- Flurry Focus: +3 DEX, +3 INT, -3 STR
- Slugger Focus: +3 STR, +3 WIL, -3 DEX
- Grappling Focus: +3 STR, + 3 CHA, -3INT
- The rare level ups picked at 4 level intervals (like blocking expert) now gives 1 associated stat
Changelog (v0.24):
- Upgraded HLab grab filter to include a "Name Filter" and a "Target Part" option, and removed "Has Device" option
- Added filter to Dresser
- Randomized characters can now spawn with strap_ons
- Fixed character with custom voice pack voiceId not exported properly
- Fixed using signature move on enemy placed on device and then release the grab causes target to be invulnerable forever
- Fixed AI treated solo characters placed onto a device the same as self-grabbing
- Fixed AI using Carry-Throw too often
- Fixed one case of AI may get stuck and do nothing
- Fixed AI doing a side dash towards enemy when it need to do a forward facing dash
- Fixed AI let go time resetting on transitions (causing problem such as vibrator grab never ending)
- AI is taught on how to put strap-ons on
- Reduced the power of PUNISH grabs by ~35%
- PUNISH grabs start building up lust sooner
- PUNISH grabs deal significantly less outfit damage
- Added new DialogueTrigger: IN_PINCH_DEFEATED, triggered when grabbed while defeated/surrendered
Changelog (v0.23):
- Added Held Strap-On item purchasable in Shop
- Added Strap-On WAIST outfit in Dresser
- Added new (experimental) mechanic - Grab Encore: press Attack button when joining an existing grab to keep the existing grab animation but resets the escape progress
- Fixed HAT slot outfit not appearing on the unit portrait
- Fixed dropped items erratic bouncing behavior (most notable in Neon Club)
- Fixed PUNISH throws not dealing finishing damage to targets
- Fixed the enemy AI ends grab instantly after the perk "auto reverse grab" triggers
- Fixed importing old char cards with only outfit and slider via loadout causes characters to bug out
- Fixed equipping certain outfits can reset the apparent body sliders
- Fixed learning new ability icon in level up window placed incorrectly
- Fixed data loading issue with json file .requiredFiles requiring in a different folder that .requiredFiles requiring another file
- Added following dialogue triggers for customization:
- START_GRAB_ON_SELF, // starts selfie grab
- GRAB_TARGET_CLIMAXING,
- GRAB_TARGET_SURRENDERING,
- IN_PINCH_RESTRAINTED, // when targetted by a RESTRAINT grab
- VICTORY_IN_CRITICAL_STATE // victory while < 25% health
- OUTFIT_DESTROYED,
- TARGET_OUTFIT_DESTROYED
- In custom dialogues, can use {SELF.name} to refer to own character name and {TARGET.name} to refer to target character name (when applicable)
- Can now block weak attacks on 0 stamina (if attack doesn't require stam to block)
- Dash base cooldown is now 2.0 sec (from 0.5sec)
- Damage dealt to characters in a grab reduced to 1/4 (from 1)
- Increased base lust and climax regeneration speed
- Grabs with 2+ attackers now deals 30% more damage
- AI will now try to pickup items when target is grabbed by an ally
- AI may use attacks that hits ground enemies instead of always prioritizing grabs
- AI may vary attack distance instead of being fixed
- AI may use carry-throws when facing groups of enemies
- AI will now be more willing to fight while restrainted instead of always going for restraint removal
- AI will now wait for solo grabs to progress instead of always going for interrupt asap
- AI will now go for ~5 grabs (from ~2) on defeated enemies before going for pin (if AI goes for pin ASAP not selected)
- Added the following levelup options:
- Lust Control: Lust meter size + 50%
- O**** Control: O**** meter size + 50%
- Body Control: Lust + O***** degeneration rate + 50%
- Tease Expert: TEASE, STRIP and INDULGE grabs are 30% more powerful
- Punish Expert: PUNISH and THROWs are 30% more powerful
- Pleasure Expert: PLEASURE and FINISHER grabs are 30% more powerful
- Bondage Expert: Applied restraints durability + 100%, grabs are 20% more powerful against target per restraint applied
- Block Expert: Stamina cost of blocking reduced by at least half
- Parry Expert: Stamina damage of successful parries x2
- Evade Expert: Increase evade distance and reduce evade cooldown
- Iron Grip: chance to drop held items in hand x0.1, grab damage +15%
- Iron Will: AI will not surrender, stamina + 15%
Files
HeroineRumble2_v0.302public.zip 414 MB
21 days ago
Get Heroine Rumble 2
Heroine Rumble 2
Fully animated NSFW 3D action game where you try to out sex each other in the ring!
More posts
- Upcoming feature: clothing physicsAug 03, 2024
- Some stuff added in v0.26Jul 23, 2024
- New demo version: v0.22Apr 26, 2024
- Upcoming feature: inverse kinematics to handle size differencesFeb 26, 2024
- Lighting improvements.Jan 18, 2024
- Item swapping and restraint system upgradeDec 15, 2023
- New demo version: v0.131Oct 10, 2023
- New abilities/attacksSep 29, 2023
- SFW toggleSep 16, 2023
Comments
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Been following this since the first game. Any guesstimate timeline for the story to be complete? I love all the mechanical changes in between. Makes the game still feel new. Also, for the story, maybe you could do a season thing instead of 1 big story? That way you can keep making mechanical changes while not having to worry about an "end." Just my thoughts. Keep up the good work!! This is still the best sexfighting game imo.