new struggle system: if a unit gets swallowed, it causes the predator to receive stun at the start of its turn depending on the current struggle power stat of all units inside (scaling on its current hp) new willing / unwilling prey system: units may or may not struggle when swallowed depending on how they are eaten; feeding units to teammates will never cause struggling, sleeping units will never struggle, and some units such as cornucopia or wild lamia will always choose to struggle or not struggle when swallowed new stun system: all units now have a stun bar that causes the unit to be stunned when it gets emptied, causing the unit to spit out all currently swallowed units and halves its stats, along with skipping its next turn (unless damaged or swallowed) and halting digestion if receiving too much struggle at the start of its turn; stun bar can also be lowered by receiving damage or at the start of a unit's turn by the struggle amount of all units inside (automatically recovers some stun at the start of its turn depending on its current state such as being empty, full, or incapacitated / sleeping) feed can now be used normally on unresisting targets (i.e. teammates or units that are stunned / incapacitated / sleeping) vore-attack success chances and unit health amounts have been globally increased to compensate for the implementation of the stun / struggling system new massage ability for all units, lets you target a friendly unit (including self) that is currently digesting to recover some stun new modded unit system that allows you to port your own custom units in-game as a playable unit / secretary via putting an asset folder into "Mods"; read the contents of "Modding Explanation" if you'd like to read the needed info for yourself (also includes example characters in "Mod Example" if you want to use them as a base for your own character or see what's needed to make one) rehauled command ui to look fancier and now splits attacks / non-attacks into their own sections, also displays the ability's description when hovered over two new playable units, patra and avalon new map, 0-4; also shows off the new story system that lets the player make a dialogue choice when prompted to new terrain elevation system, prevents units that stand on it from being targetted by units with a lower elevation (currently only shown off in 0-4) added in a skin system with two new skins to show it off: training date theano, ms. claws schrodinger (featuring new dialogue for skins) ms. claws schrodinger is the new default secretary energy drain system reworked slightly, now correctly tracks the amount of en used for an ability (some abilities have had their base cost reduced to compensate; note that units still have a base rate of 10 en on top of their ability usage amount, and energy gain from waiting without moving has been removed for now) you can now rub your secretary's belly; hold lmb when interacting to start rubbing (mouse movement will make it progress faster, and you can also hold rmb at the same time if you want it to cause digestion as well) pressing C while in battle will display the team values of all current tiles (0 = none, 1 = player, 2+ = enemy) pressing T while in a battle scene will attempt to remove everything currently running to hopefully deal with any soft-locks that show up pressing Y while in battle will now toggle sandbox mode in any map pressing Z while in battle will now display the attack range of all enemy units as purple tiles slight rework of the stats system (meaning that units have their base stats slightly skewed to be lower or higher, along with changing the dice range system to now include minimum / maximum values) bug fixes for some issues present in 0.03a (though more bugs / oversights were added with the update) dragon kick en cost 50 > 40 neutralize en cost 25 > 15, now deals bonus stun damage and can activate the swallowing attack if it causes stun new theano ability, roundhouse; attacks all units near her in all cardinal directions schrodinger base en 70 > 85 vial toss now has weighted rng depending on the target's current state (e.g. vore-related vial effects are more likely to proc if the target is full, or evil-sealing urn is more likely to proc if the target is surrounded by units) new vial toss effect, teleportatium; teleports the target to a random location around itself, but if the selected location is on top of a unit, then they will be swallowed by the unit automatically (and causes struggling regardless of team) flashbang vial status effect tripping activation chance 100% > 50% new cornucopia ability, entice; causes the target to swallow the easiest nearby target if they are currently not digesting units new cornucopia ability, brunch time; feeds herself to the target regardless of if the target will resist (can cause overburdened) respite en cost 60 > 40 new covenant ability, subsume; attempts a powerful vore-attack that ignores swallowing restrictions (up to her max capacity) and if successful, reduces covenant's en to 0 chateau now has regular movement range (4 tiles), but reduced to 3 when at max weight bulwark now halves the struggle power of all units inside her when digesting them emergency rations now causes all units inside to start struggling upon activation (if applicable) new chateau ability, belly slam; deals bonus stun and pushes the target depending on how many units she has currently swallowed (whether carrying or digesting); can also cause the target to be eaten if it causes stun and is shoved into another unit, but chateau will eat the target instead if there is no space / the 2nd target cannot eat them new sampo ability, desperate predation; attempts a vore-attack at the cost of half of her current stun (regardless of if it hits) that has its success chances scale on both how likely sampo is to swallow / be eaten by the target