The latest "Bizarre Battles" update (v0.53) is now available!
DOWNLOAD VERSION 0.53 HERE
http://www.mediafire.com/?o13la4dx2dre55d
(66Mb as .rar file)
As with all versions, you
DO NOT NEED any prior versions to play v0.53 (and can delete your older files if you want.) I'm amazed at how many people are still downloading Version 0.50.
WHAT TO LOOK FOR
V0.53 is mostly a "customer service" update - an attempt to satisfy some of the issues that have come up while I work on the next round of "big" projects. Even so, this update is very useful and strongly recommended to anyone who enjoys the game.
(1) ADDED difficulty levels.
From "It's too hard" to "It's too easy," everyone wants a chance to adjust to taste. Five difficulty levels -- 'beginner' through 'impossible' -- are now available for each scenario, which should spice things up. Select at the intro screen BEFORE you click on the "Battle #" button to start the game.
Note that the teams remain "hard wired" for now -- the same enemies will appear at each difficulty level. This will become more flexible eventually.
(2) ADDED 19 new women to game.
New faces (and bodies) are nice, and much needed for the "impossible" difficulty setting. You thought the "Last Stand" battle was big before -- try it now at "Impossible" and get overwhelmed! I've also shaken up some of the enemy teams a bit for more variety, using the new women.
(One day I'll add a "Zulu" scenario - waves of spear-armed amazons attacking a small fort of rifle-armed girls. Nuclear Winter's recent modern vs. traditional amazons remain a big inspiration.)
(3) ADDED additional hotkeys to simulate the mouse wheel.
Use the 'arrow keys;' left/right or up/down (both work). This is a huge improvement for anyone who lacks a mouse wheel -- see what you've been missing (cycle stacks and change move modes).
(4) ADDED "clear all" function.
Sometimes the game just gets stuck, seemingly always at a good part. 'F5' should clear all open inputs and hopefully save the stuck game.
'F5' is also a handy shortcut to "let go" of the active woman without having to go back and click on her, saving time and mouse clicks.
(5) FIXED intro screen art to show Bodak art.
After Bodak graciously allowed me to use his art, I messed up a setting at the last minute that caused most of it to show only a gray screen!!! Apologies to all, especially to Bodak. It works fine now and really helps set the tone for the game.
All images have appropriate credit, either Bodak or me.
(6) FIXED bug that prevented "wound cycling" when "inspecting" a woman.
My thanks to mikedark for bringing this bug to my attention.
(7) CHANGED "nude" function to allow more flexibility.
This is sort of a "temporary" fix just for fun, until clothing evolves. But for now... 'F2' causes all women to shed their bottoms on a global basis (that is, everyone). When they are killed, the will now die with the full range of currently-available death poses (instead of just the 'rape' pose).
Instead, on a "local" basis (that is, one woman at a time), 'F3' sheds her bottoms and switches to a "just raped" pose. (Of course, this only works for dead or unconscious women.) Again, this is a temporary function until male combatants join the game, at which point more realistic game play will follow.)
And now to that mail...
KateM wrote:Because it is almost always a one for one, if one side has more girls it will win, or at least 99% of the time, so the sides need to be balanced.
The winning conditions for the maze need adjusting, maybe holding a 'flag' for a full turn before gaining control. The last time I played it I had one girl on the last flag I controlled and 3 more covering it. The girl on the flag was killed and a second red rushed onto the flag and I lost the game, although in my next turn, the girl on the flag would have been blown to pieces.
Thanks for the feedback, Kate. I think you will really like the ‘difficulty’ settings in the new version, and I encourage you try to this.
As to the “flag control” issue, your point is a good one. I have some ideas, and something like that is likely to appear in a future update.
syncret wrote:On the topic of scenarios and difficulty settings, one of my favorite Gotcha setups was the lone killer vs a group of clueless and unarmed targets, with weapons scattered around that they could take up as they became aware of the attack. Punched holes in the integrity of the game for sure, but made for a great fantasy. I'm hoping it makes a return.

Yeah, I liked that too! Count on something like that down the road.
Doing my best to be responsive to ideas and suggestions for improvement. Enjoy the new version and keep those ideas and bug reports coming!!