New update - 0.12


Hi guys!

The new update is here!

Check out what's new:

  • Bridges can finally be manually designed by you!
    • !! If you already played the game make sure to disable the old system from gameplay settings and after connecting 2 cells, use the new button above the connection button to play around with the options.

  • Healthy diet for male babies is now a thing!
    • Give them no milk during their growth and they will end up thin or fat them up by feeding them full.

  • Optimization
  • Changes to UI
    • Few unnecessary things removed, some moved around, others changed in size, improved traits list in details window
  • New born are now saved
    • They will no longer generate new details after reloading
  • Undressing option in character details window
    • It is now also possible to keep the fully obedient slaves nude in the cell (Slaves placed in the Centre Hall will stay dressed)
  • More hair styles for females and males
  • It is now possible to raise or lower camera inside the cells, using scroll or keyboard buttons assigned in settings
  • Centre hall can now be connected with other cells
  • Critical bug fix for story flow which should also fix the latest special slaves spawn issue
    • Because of this bug I have uploaded a debug exe as well. It comes with the option to reset the latest part of the story. To use it, load your game, pause it and you should see a big button to reset the 0.1 story, press it. It will not delete the werehound room, so first I recommend deleting it as it's required for one of the quests.
  • Small bug fixes and changes, such as:
    • Fixed outfit for goblins in details window
    • Dragonkin males now how ears
    • First sex partner is now properly saved for females
    • Auto save can now be disabled in settings

I hope you will enjoy it :)

Files

goblin-burrow-manager-win.zip 634 MB
Version 0.12 Jun 20, 2024
GoblinBurrowManager_0.12_debug.zip 614 MB
Jun 20, 2024

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Comments

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Hello my Lord Goblin,

I really like the custom bridges. This allows many things, but, as the snivelling little nerd Gobbo I am, I also have a wishlist for further optimization:

- A stuck transport should not block the other direction on the Bridge. This forces us to build everything in circles for non-blocking transfer and the Cell sizes sometimes do not allow that.

- Pushing Goblins from a Growth Cell into the Central Hall did nor work for me. They always get stuck. I also would like buildable exits for Goblins to automate the movement out of the Growth Cell in other parts of the Cave.

- The connecting of Cells is sometimes a bit fiddely. The connection will somtimes not appear, even if it should be there. When I move the image of Cell I am building slightly onto the traget-cell and back the connection often appears.

- I would like AND/OR Switches for the conditions in the Bridge configuration. Example: Pregnant OR Health <= 25 OR Dirtyness >= 50% for the extraction from Breeding Cells or Gang Bang Cells.

- Pregnant/Not Pregnant (and similar switches) can not be deactivated/ignored, once they are selected once.

- I would love a dynamically sized corridor Cell. Probably very difficult to implement.

Keep up the good work. The game is quite fun.

Hello, fellow goblin :)

I'm confident the bugs, Goblins -> Centre hall and Pregnant like buttons are fixed in the upcoming update, which I will upload in about one week.

And, I like your AND/OR suggestion, so if everything will go smoothly, I will add it in the update too :)

Also, I have spent some time on the connection buttons to work a bit better, but it's still not perfect unfortunately.

Regarding your corridor and two way bridge suggestion, I am afraid that both of these would be quite difficult features to add with the way I made my code. These two might actually be something that I will have to add in the sequel, if I make one.

Regading bidirectional Bridges:

I assume you have a buffer varable in the bridge containing the transported entity. To make it bidirectional you could either use 2 buffers, one for each direction or you could use none at all and directly link the "take from source cell" and the "deposit in other cell" logic. Then the move would be instant and the bridge can't be blocked at all. For that you could also just check if there is an entity to transport in one of the cells and room for the entity in the other call and just move it if both is true.

Another feature I would like is the ability to pause a bridge without removing it.