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Noita Lewd - a porn mod


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Posted

Fixed a few visual things in Polyclaws_test/data. Perk sizes (redrew some of them for better visibility), statues now normal, nude sprites now dressless (and i redrew unused sprites too, idk why), bg tentacle prop now without pink pixels above, snail now light blue, blob dick now more yellow. I hope it helps you a little.
 

New problems:
Shouldn't Chainer guy hook player aka pudge? He don't do that.
 

Ragdoll kinda stiff. Idk why, maybe too many details? Or points aren't working correctly? And im not sure, but ragdoll has dress, i think.
 

Vomit spawns above player, not from mouth at all.
 

Crosshair, player hand and player position do not align. When player looks directly above or directly below it causes problems with digging with luminous drill, for example. Is it a thing in vanilla? I don't think so, but maybe. And i think it might be unfixable because of the kobold sprite, so now we know kobolds suffer from scoliosis.

data.rar

Posted

Fixed some bugs and added small things. You need to delete old polyclaws_test from mods. And it might be uncompatible with pregnancy addon now, i haven't tested. Includes changes from my previous post.
 

- Vomit now spawns from mouth (same problem was with rat tail, fixed too. But halo seems unfixable due sprite form. It not so bad tho)
- Fire mages and Ice mage now inflict debuffs. Thunder mage kinda do something similar.
- Big firebug inflict debuff.
- Ragdoll looks better.
- Repelling cape work on semen, which is slowly removing by movement now.
- Fixed broken spells (deleted gun folder. I checked, it seems to be indeed just old version, there's nothing mod related inside the file. Or maybe im bad checker.)
- It fixed Chainer guy too.
- Ghoul now dont spawn toxic semen, which kills him.
- Fixed bug, where Weak Miner would become just Miner after assault animation.
- Tanks animations fixed and sounds added.
- Blob sound added.
- Now MC need only 3 mini blobs to give birth (instead of 6), and assault from big blob causes giving birth instantly.

I don't know how to fix pheromone bug, so I think I'll draw some animations instead. Let me know if i broke something.

polyclaws_test.rar

Posted
19 hours ago, Pawarfull said:

Fixed some bugs and added small things. You need to delete old polyclaws_test from mods. And it might be uncompatible with pregnancy addon now, i haven't tested. Includes changes from my previous post.
 

- Vomit now spawns from mouth (same problem was with rat tail, fixed too. But halo seems unfixable due sprite form. It not so bad tho)
- Fire mages and Ice mage now inflict debuffs. Thunder mage kinda do something similar.
- Big firebug inflict debuff.
- Ragdoll looks better.
- Repelling cape work on semen, which is slowly removing by movement now.
- Fixed broken spells (deleted gun folder. I checked, it seems to be indeed just old version, there's nothing mod related inside the file. Or maybe im bad checker.)
- It fixed Chainer guy too.
- Ghoul now dont spawn toxic semen, which kills him.
- Fixed bug, where Weak Miner would become just Miner after assault animation.
- Tanks animations fixed and sounds added.
- Blob sound added.
- Now MC need only 3 mini blobs to give birth (instead of 6), and assault from big blob causes giving birth instantly.

I don't know how to fix pheromone bug, so I think I'll draw some animations instead. Let me know if i broke something.

polyclaws_test.rar 3.64 MB · 2 downloads

Oh, the Pheromone Bug was because the original Dev forgot to apply a proper material for it, there was a later update that fixed that.

unless there's a seccond pheromone bug i wasn't aware of?

Posted (edited)
20 hours ago, Zedrasil said:

Oh, the Pheromone Bug was because the original Dev forgot to apply a proper material for it, there was a later update that fixed that.

unless there's a seccond pheromone bug i wasn't aware of?


I'm talking about the bug where enemies still assault player if they are under pheromone. Perk "Charm" from this mod charms normally (because its deleting tags from enemies, needed for assault).

And it seems you're talking about that bug, when horny flower caused crash, it was fixed befome me.

Edited by Pawarfull
Posted
On 5/20/2025 at 4:49 PM, lilbunbyun said:

Hey hello there ! 

I love this mod, i using it on all my games with quite some mod (but no mod that add mobs or new biome and stuff) 

i try to understand how all of this work, i never done lua before and i'm more a composer than a pixel art artist.

I will be so glad that the creator continue this mod because i love what he have done so much and i see so much stuff in the code that is not used (futa status effect, necromancer retexture to maybe having sex with, player with clothes one)
i really think this mod suit very well the game, with some tweaks and new content it can really be the best sex game mode ever 

However if some people have skill and want to continue the mod, maybe we can do a discord or something to try to continue this mod ^^

to start adding stuff, i put a smol addon to the mod with playerghost and statue looking like the kobold and not like the original mina design. (idk if that work properly tho, just tested fast and its look good) added a tongue to the chest mimic too, maybe it will be more of some tentacles in the future (i just don't know if i can do it), it will be cool to be raped by the mimic i think.

You just have to put the files in the enemies_gfx files if you want it.
 

enemies_gfx.zip 7.5 kB · 36 downloads

Hope you don't mind if i'll borrow your statue and playerghost.

Posted
On 6/27/2025 at 12:36 PM, Pawarfull said:

Hope you don't mind if i'll borrow your statue and playerghost.

I mean, considering that he posted a file for others to use I think he didn't mind. But good thinking for asking though.

Posted
3 hours ago, Kalikoo said:

How's the work going, if any has been done? 

Well, the mod author was on the site on May 24th. Maybe it's his style to do the work for a couple of months and then post the result. This was the case with the mod publication i think. Or he changed his mind and didn't continue development, idk.

 

I try to fix and add some things. Maybe this will be in vain and author will be back with his updates, but for now it don't look like this.

Posted

To keep comments alive, i'll post some fixes with small new additions before I start adding new assault animations. As before, you need to delete old "polyclaws_test".
Might be uncompatible with pregnancy addon from OutlyingAvian

- Fixed my bug with blobs (player could die in the middle of animation)
- Miner with molotov now have assault anim (almost same as default miners)
- Playerghost changed (thx lilbunbyun)
- Statue enemy fixed. Enemy sprites from lilbunbyun + statue now looks like kobold when "pretending", from me.
- Skullrat assault anim slightly changed
- Nymphomania perk icon changed
- Player now have second kick animation
- Stains on player slightly fixed
- Spearbot sprite and ragdoll changed
- Alchemist boss and parallel alchemist sprites changed
- Not so interesting sprite changes: sptimonster, shaman, skullfly (ragdoll too), drone lasership (ragdoll too)
- Tanks (default, rocket, super) and Chainer now have ragdolls

 

Spoiler

Old additions and fixes

- Perk sizes (redrew some of them for better visibility)
- Statues  props fixed
- Nude sprites now dressless (and i redrew unused sprites too, idk why)
- Bg tentacle prop now without pink pixels above
- Snail now light blue
- Blob dick now more yellow


- Vomit now spawns from mouth (same problem was with rat tail, fixed too. But halo seems unfixable due sprite form. It not so bad tho)
- Fire mages and Ice mage now inflict debuffs. Thunder mage kinda do something similar.
- Big firebug inflict debuff.
- Ragdoll looks better.
- Repelling cape work on semen, which is slowly removing by movement now.
- Fixed broken spells (deleted gun folder. I checked, it seems to be indeed just old version, there's nothing mod related inside the file. Or maybe im bad checker.)
- It fixed Chainer guy too.
- Ghoul now dont spawn toxic semen, which kills him.
- Fixed bug, where Weak Miner would become just Miner after assault animation.
- Tanks animations fixed and sounds added.
- Blob sound added.
- Now MC need only 3 mini blobs to give birth (instead of 6), and assault from big blob causes giving birth instantly.

polyclaws_test.rar

Posted
On 6/27/2025 at 9:36 AM, Pawarfull said:

Hope you don't mind if i'll borrow your statue and playerghost.


No i don't mind that was the goal ! 💙

Posted
On 7/3/2025 at 10:43 AM, Pawarfull said:

Well, the mod author was on the site on May 24th. Maybe it's his style to do the work for a couple of months and then post the result. This was the case with the mod publication i think. Or he changed his mind and didn't continue development, idk.

 

I try to fix and add some things. Maybe this will be in vain and author will be back with his updates, but for now it don't look like this.

About author: he did mention his inconsistency with time of update and make us all here aware that he will probably need some time to create and fix things in his mod. So, waiting will be long, sort of.

Posted
On 7/4/2025 at 1:47 PM, Pawarfull said:

To keep comments alive, i'll post some fixes with small new additions before I start adding new assault animations. As before, you need to delete old "polyclaws_test".
Might be uncompatible with pregnancy addon from OutlyingAvian

- Fixed my bug with blobs (player could die in the middle of animation)
- Miner with molotov now have assault anim (almost same as default miners)
- Playerghost changed (thx lilbunbyun)
- Statue enemy fixed. Enemy sprites from lilbunbyun + statue now looks like kobold when "pretending", from me.
- Skullrat assault anim slightly changed
- Nymphomania perk icon changed
- Player now have second kick animation
- Stains on player slightly fixed
- Spearbot sprite and ragdoll changed
- Alchemist boss and parallel alchemist sprites changed
- Not so interesting sprite changes: sptimonster, shaman, skullfly (ragdoll too), drone lasership (ragdoll too)
- Tanks (default, rocket, super) and Chainer now have ragdolls

 

  Reveal hidden contents

Old additions and fixes

- Perk sizes (redrew some of them for better visibility)
- Statues  props fixed
- Nude sprites now dressless (and i redrew unused sprites too, idk why)
- Bg tentacle prop now without pink pixels above
- Snail now light blue
- Blob dick now more yellow


- Vomit now spawns from mouth (same problem was with rat tail, fixed too. But halo seems unfixable due sprite form. It not so bad tho)
- Fire mages and Ice mage now inflict debuffs. Thunder mage kinda do something similar.
- Big firebug inflict debuff.
- Ragdoll looks better.
- Repelling cape work on semen, which is slowly removing by movement now.
- Fixed broken spells (deleted gun folder. I checked, it seems to be indeed just old version, there's nothing mod related inside the file. Or maybe im bad checker.)
- It fixed Chainer guy too.
- Ghoul now dont spawn toxic semen, which kills him.
- Fixed bug, where Weak Miner would become just Miner after assault animation.
- Tanks animations fixed and sounds added.
- Blob sound added.
- Now MC need only 3 mini blobs to give birth (instead of 6), and assault from big blob causes giving birth instantly.

polyclaws_test.rar 3.72 MB · 18 downloads

And on good side of things, it is cool that you try to fix bugs and make something new, despite that author will post new thing eventually.

Posted
On 7/4/2025 at 1:47 PM, Pawarfull said:

To keep comments alive, i'll post some fixes with small new additions before I start adding new assault animations. As before, you need to delete old "polyclaws_test".
Might be uncompatible with pregnancy addon from OutlyingAvian

- Fixed my bug with blobs (player could die in the middle of animation)
- Miner with molotov now have assault anim (almost same as default miners)
- Playerghost changed (thx lilbunbyun)
- Statue enemy fixed. Enemy sprites from lilbunbyun + statue now looks like kobold when "pretending", from me.
- Skullrat assault anim slightly changed
- Nymphomania perk icon changed
- Player now have second kick animation
- Stains on player slightly fixed
- Spearbot sprite and ragdoll changed
- Alchemist boss and parallel alchemist sprites changed
- Not so interesting sprite changes: sptimonster, shaman, skullfly (ragdoll too), drone lasership (ragdoll too)
- Tanks (default, rocket, super) and Chainer now have ragdolls

 

  Hide contents

Old additions and fixes

- Perk sizes (redrew some of them for better visibility)
- Statues  props fixed
- Nude sprites now dressless (and i redrew unused sprites too, idk why)
- Bg tentacle prop now without pink pixels above
- Snail now light blue
- Blob dick now more yellow


- Vomit now spawns from mouth (same problem was with rat tail, fixed too. But halo seems unfixable due sprite form. It not so bad tho)
- Fire mages and Ice mage now inflict debuffs. Thunder mage kinda do something similar.
- Big firebug inflict debuff.
- Ragdoll looks better.
- Repelling cape work on semen, which is slowly removing by movement now.
- Fixed broken spells (deleted gun folder. I checked, it seems to be indeed just old version, there's nothing mod related inside the file. Or maybe im bad checker.)
- It fixed Chainer guy too.
- Ghoul now dont spawn toxic semen, which kills him.
- Fixed bug, where Weak Miner would become just Miner after assault animation.
- Tanks animations fixed and sounds added.
- Blob sound added.
- Now MC need only 3 mini blobs to give birth (instead of 6), and assault from big blob causes giving birth instantly.

polyclaws_test.rar 3.72 MB · 18 downloads

I'm checked the game with your changes, well almost everything working expect some things. Weak miner still become the Miner after animation and I didn't see second kick animation of MC (there must be special condition or it's just sometimes work?). I have followed your instructions and deleted "old version" and I don't have pregnancy addon.

But aside from that, finally MC doesn't stuck with cum forever and can "walk it off", most appreciated fix.

Posted
20 minutes ago, Seberious said:

I'm checked the game with your changes, well almost everything working expect some things. Weak miner still become the Miner after animation and I didn't see second kick animation of MC (there must be special condition or it's just sometimes work?). I have followed your instructions and deleted "old version" and I don't have pregnancy addon.

But aside from that, finally MC doesn't stuck with cum forever and can "walk it off", most appreciated fix.

About kick animation: original noita anim have two animations of kick - with right leg and with left leg. They are random, but first one always plays with telekinesis kick. Considering resolution of sprites and random factor, you might just not notice it. It was problem when i tested this, before i found out telekinesis kick thing - my animation stayed first, so on telekinesis it always plays. Zerguroth had one kick animation copypasted on two animation rows.

About miner: it's strange, because when i test it, it's okay. I use Conjurer reborn for testing. Can it mess with something, so scripts working diffirently on clean version of noita? Seems strange, but idk. +On old saves noita sometimes do strange things when mod files changes, especially with scripts. Maybe it is the case?

Posted
1 hour ago, Seberious said:

And on good side of things, it is cool that you try to fix bugs and make something new, despite that author will post new thing eventually.

 

1 hour ago, Seberious said:

About author: he did mention his inconsistency with time of update and make us all here aware that he will probably need some time to create and fix things in his mod. So, waiting will be long, sort of.

 

Yeah, i know. But he wasn't in the best mood when he posted the mod and it's unclear how much it changed after that, although he wanted to continue developing it. Considering that he was on site long ago and it seems he don't read comments, i fear that he may disappear without announcement. I hope that this will not happen.

Maybe he is just too busy.

And i think i can re-add my changes quite easy if Zerguroth updates the mod.

Posted (edited)
2 hours ago, Pawarfull said:

About kick animation: original noita anim have two animations of kick - with right leg and with left leg. They are random, but first one always plays with telekinesis kick. Considering resolution of sprites and random factor, you might just not notice it. It was problem when i tested this, before i found out telekinesis kick thing - my animation stayed first, so on telekinesis it always plays. Zerguroth had one kick animation copypasted on two animation rows.

About miner: it's strange, because when i test it, it's okay. I use Conjurer reborn for testing. Can it mess with something, so scripts working diffirently on clean version of noita? Seems strange, but idk. +On old saves noita sometimes do strange things when mod files changes, especially with scripts. Maybe it is the case?

Yeah, I'm playing on clean Noita. By the way after I tried to restart the run and clean saves, everything begin to work with Miner it seems, but I discovered new problem which your fix did by accident. If Miner (weak one specifically) catches Companion (those other lizard gals like you, you can encounter them in Mines or spawn them with debug mode) after animation she despawns or game crashes.

 

As for kick animation, yeah I finally have seen it, cute little side-butt kick X) I was unlucky probably (I tested kick before entering the Mines), so it didn't showed it at first time.

 

Speaking about changed sprites, the Alchemist one in particular. What the heck men, now I'm must deal with big breasted magical menace instead of just magical menace XD What was your idea behind changing it by the way? I asking because I have been wondering how enemies in game will change with mod in future. My personal idea was changing enemies looking similar to MC (alchemists, mages and etc) toward lizards. Considering that we have changed statues (background ones as well) and player ghost to lizard gals. My own idea was changing said Alchemist into big dragon lady instead (ahem, with detail), considering how big Alchemist is it's very fitting.

Edited by Seberious
Posted
2 hours ago, Pawarfull said:

 

 

Yeah, i know. But he wasn't in the best mood when he posted the mod and it's unclear how much it changed after that, although he wanted to continue developing it. Considering that he was on site long ago and it seems he don't read comments, i fear that he may disappear without announcement. I hope that this will not happen.

Maybe he is just too busy.

And i think i can re-add my changes quite easy if Zerguroth updates the mod.

I mean, we didn't knew exactly in which mood he was. He just said that he now have renewed interest in developing mod further after posting it and showing it to to others. I recon he just busy and he probably will say if he didn't have "strength" to continue developing the mod if something happens.

Posted (edited)
4 hours ago, Seberious said:

Yeah, I'm playing on clean Noita. By the way after I tried to restart the run and clean saves, everything begin to work with Miner it seems, but I discovered new problem which your fix did by accident. If Miner (weak one specifically) catches Companion (those other lizard gals like you, you can encounter them in Mines or spawn them with debug mode) after animation she despawns or game crashes.

 

As for kick animation, yeah I finally have seen it, cute little side-butt kick X) I was unlucky probably (I tested kick before entering the Mines), so it didn't showed it at first time.

 

Speaking about changed sprites, the Alchemist one in particular. What the heck men, now I'm must deal with big breasted magical menace instead of just magical menace XD What was your idea behind changing it by the way? I asking because I have been wondering how enemies in game will change with mod in future. My personal idea was changing enemies looking similar to MC (alchemists, mages and etc) toward lizards. Considering that we have changed statues (background ones as well) and player ghost to lizard gals. My own idea was changing said Alchemist into big dragon lady instead (ahem, with detail), considering how big Alchemist is it's very fitting.

 

Thanks. I always forget about the kobold companions. I think i know what causing this.

I was remembering how to animate in aseprite. Alchemist boss was a by-product.
And I don't like the idea "turn everything into lizards cause MC now kinda lizard". I find it boring, now we can add everything, why limit ourselves to kobolds? In the labs everyone mutated, so maybe they were lizards before 0_o. Their faces are hidden behind the hood, like the "hooded" enemies, who also appear to be kobolds. Idk, i haven't seen them in game.

But i like the idea of big dragon lady, maybe some other boss can be changed into something like that.

Even in official lore we don't know, were alchemists in lab all women or MC escaped from sausage party and therefore survived. And don't know if all hiisi are men, goblin slayer style dudes or fungus orcs from Warhammer 40k. So its freedom of creation.
I'd like to add animations to vanilla enemies almost without their nature changed and add new enemies (or variations of old enemies) with new ideas.

But I don't know what Zergurot has in mind. It seems he wants to add more new enemies and add new mechanics, like pregnancy, futa-mutation, new mini-locations, biomes and their modifiers. That's what I can guess from the mod files. I'm not sure he can handle all of this, that's why there are loose ends in the files. And I'm not sure it's worth "handling" because these are interesting concepts, but there doesn't seem to be a larger idea behind them. I would like to talk to him about this, but alas.

We won't know if he suddenly changes his mind about developing it and doesn't write about it. I hope for the best, prepare for the worst.

Edited by Pawarfull
Posted
19 minutes ago, Pawarfull said:

 

Thanks. I always forget about the kobold companions. I think i know what causing this.

I was remembering how to animate in aseprite. Alchemist boss was a by-product.
And I don't like the idea "turn everything into lizards cause MC now kinda lizard". I find it boring, now we can add everything, why limit ourselves to kobolds? In the labs everyone mutated, so maybe they were lizards before 0_o. Their faces are hidden behind the hood, like the "hooded" enemies, who also appear to be kobolds. Idk, i haven't seen them in game.

But i like the idea of big dragon lady, maybe some other boss can be changed into something like that.

Even in official lore we don't know, were alchemists in lab all women or MC escaped from sausage party and therefore survived. And don't know if all hiisi are men, goblin slayer style dudes or fungus orcs from Warhammer 40k. So its freedom of creation.
I'd like to add animations to vanilla enemies almost without their nature changed and add new enemies (or variations of old enemies) with new ideas.

But I don't know what Zergurot has in mind. It seems he wants to add more new enemies and add new mechanics, like pregnancy, futa-mutation, new mini-locations, biomes and their modifiers. That's what I can guess from the mod files. I'm not sure he can handle all of this, that's why there are loose ends in the files. And I'm not sure it's worth "handling" because these are interesting concepts, but there doesn't seem to be a larger idea behind them. I would like to talk to him about this, but alas.

We won't know if he suddenly changes his mind about developing it and doesn't write about it. I hope for the best, prepare for the worst.

Well, I'm not suggesting "turn everything into lizard", I'm suggesting adding/remaking content according to MC theme. Like if MC was magical girl (anime optional) then I will be suggesting turning cursed alchemists or mages into magical girls as well (alchemist could be "mutated girls" instead of normal). And I don't consider it's boring, I just think that enemies which fit the lewd theme author himself picked is really cool.

 

As for adding content, on one page I mentioned adding entire new set of entities instead of changing existing ones. Basically a "lizard faction" which is friendly to player and can be hooked up (willing sex) with for one time heal or gold nugget, and of course there will be perks and spells for summoning them. And I also mention if someone thinks that having entire faction of friendly lizards is OP we could add cursed/evil variants which is hostile to player and tries to rape them. Since you liked idea of big dragon lady, but as separate boss, we could add her to be the "boss" of cursed/evil lizards. Which is very fitting actually! Why I didn't thought of it sooner!

 

As for author himself, well I think he will not abandon project so easily, if he himself eventually decided to post it in first place and continue it. So, we only can wait.

PS I probably will try to create a sprites of my ideas, not promising much, but if something cool came out of it I will post it here for others to use too.

Posted

Hotfix?

I fixed miner x companion bug. It wasn't mine tho, i didnt touch those files before. There were links on files without "_" where there should have been. But i don't know why it crashed the game, maybe it isn't fully fixed? There are some minor changes here besides this, but I'll list them later.

polyclaws_test.rar

Posted
53 minutes ago, Kalikoo said:

I would like to say that on my file the player ALSO does not teleport back after being assaulted by the hiisi miner

 

I tested it, everything works fine on all miner variants. I think it's "save" bug, when run started on old version of the mod and loaded on new version of the mod works unpredictable. So you need to start new run. And i need to tell about it before people ruin their save file.

Posted
14 hours ago, Pawarfull said:

Hotfix?

I fixed miner x companion bug. It wasn't mine tho, i didnt touch those files before. There were links on files without "_" where there should have been. But i don't know why it crashed the game, maybe it isn't fully fixed? There are some minor changes here besides this, but I'll list them later.

polyclaws_test.rar 3.78 MB · 12 downloads

I will test it once I'm free from my work, but as usual thanks for fix.

 

Also even though adding content into this mod is big task (how you pointed out in previous comments) I will try to help (at least with sprites), I really want to see my and other people ideas come "alive". And we wait for author update at the same time.

Posted

Here we go again. You need to delete old "polyclaws_test" and start new run or you may have unexpected personal bugs. Might be uncompatible with pregnancy addon from OutlyingAvian.

 

- Redrew player crouch animation (old one was bad)
- Halo from perks is now better positioned
- Aiming above or below player now easier
- Player sprite does not move down two pixels below surface

- Scavengers "glue" and "mine" now have assault animations (almost same as others scavengers)

- Big scavengers "poison" and "clusterbomb" now have assault animations (restored and supplemented animation from mod files)
- Rats now have second assault animation (1-3 rats, restored and supplemented animation from mod files), which plays random with default animation

- New small assault animation with Lurker (black cloud from lukki lair). It's hard to trigger, but it multiplies them, poisoning you and perks except "Connoisseur of Cocks" and "Hell Hath No Fury" don't work with it, so be aware.

 

Spoiler

Old additions and fixes

- Fixed? miner x companion bug

 

- Fixed my bug with blobs (player could die in the middle of animation)
- Miner with molotov now have assault anim (almost same as default miners)
- Playerghost changed (thx lilbunbyun)
- Statue enemy fixed. Enemy sprites from lilbunbyun + statue now looks like kobold when "pretending", from me.
- Skullrat assault anim slightly changed
- Nymphomania perk icon changed
- Player now have second kick animation
- Stains on player slightly fixed
- Spearbot sprite and ragdoll changed
- Alchemist boss and parallel alchemist sprites changed
- Not so interesting sprite changes: sptimonster, shaman, skullfly (ragdoll too), drone lasership (ragdoll too)
- Tanks (default, rocket, super) and Chainer now have ragdolls


- Perk sizes (redrew some of them for better visibility)
- Statues  props fixed
- Nude sprites now dressless (and i redrew unused sprites too, idk why)
- Bg tentacle prop now without pink pixels above
- Snail now light blue
- Blob dick now more yellow


- Vomit now spawns from mouth (same problem was with rat tail, fixed too. But halo seems unfixable due sprite form. It not so bad tho)
- Fire mages and Ice mage now inflict debuffs. Thunder mage kinda do something similar.
- Big firebug inflict debuff.
- Ragdoll looks better.
- Repelling cape work on semen, which is slowly removing by movement now.
- Fixed broken spells (deleted gun folder. I checked, it seems to be indeed just old version, there's nothing mod related inside the file. Or maybe im bad checker.)
- It fixed Chainer guy too.
- Ghoul now dont spawn toxic semen, which kills him.
- Fixed bug, where Weak Miner would become just Miner after assault animation.
- Tanks animations fixed and sounds added.
- Blob sound added.
- Now MC need only 3 mini blobs to give birth (instead of 6), and assault from big blob causes giving birth instantly.

 

polyclaws_test.rar

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