V0.14.0.1
Added 2020-10-21 03:04:16 +0000 UTCWindows:
https://mega.nz/file/4GABwAyI#0RpSVO-BVkAf4i_LUK3boBXidR8_DVUfH2hDKwxrlu8
Linux:
https://mega.nz/file/4ORhnKRK#Fzw_STBUwE87VgULErSfxudZpyrn7SchqqA7oLDhwxQ
(only unlockables.sav is compatible)
Changelog:
With this update I wanted to focus on making the game play nicer. Simplify/remove some stuff + many QoL changes.
Not a lot of new content in terms of events/characters etc.
Didn't really find a way I wanted to change dating so i left it untouched for now.
Spend more time on the succubus game than expected.
Future updates should be quicker again and more content focused
(I'll probably try at least monthly)
Exhaustion/Expeditions:
- changed exhaustion to stamina (was always weird to have a resouce where high numbers were bad)
- Base max stamina is now 200
- each step on the overworld costs one stamina (unless on road/slime as crea), battles cost 2.
- If a character starts a battle at 0 stamina, they gain a severe debuff
- Removed stamina cost from entering portals
- Expeditions have no time restrictions anymore.
- Entry cost not based on party size
- Camping takes a lot longer but increases stamina same as sleeping in town
- Some overworld actions cost stamina now
- Some powerful/or 0ap skills also have a stamina cost (usually lowered mana or ap cost)
- enemies start with random amount of stamina
Reserve characters:
- Can have up to 4 reserve characters in party. (can switch states at any time)
- You can still only enter a portal with 6 characters, but can recruit characters with full party.
- Reserve characters don't start in battle/don't lose stamina and gain 50% exp the other characters earned. (Total exp earned is higher the more characters are in reserve)
- If another ally leaves the battlefield (injures/flees...), you can call in a reserve character
- Fully exhausted/injured characters can't be called in
- Most events can now trigger even with a full party
Characters:
- Reworked some character art + added alt art
- Reworked crea art (added clothing etc.) + new skilltree nodes affecting stats/visuals
- enemy crea also gets new passives etc as corruption increases
- Some new abilities/passives. (including passives that change terrain on combat start for special terrain teams)
- Different looking versions for most basic spirits
- Basic spirits have more importance in late game
- Can reshape spirits during expeditions
- 1 new special hybrid, 1 new spirit, 1 new unique
- fire dragons integrated in fire spirits
Score:
- can check a score value for your current run (button from map)
- consists of various things like resources/best characters/completed quests etc.
- total score at time of completion will be set. (can still change flexible value)
AI rework:
- all skills can be used by ai (including explosion etc. for now?)
- generally better and can actively do everything (including defend/disengage etc.)
- enemies act one at a time (instead of based on their action, like seducing first etc.). quicker/less transitions
- values assigned to skills/attacks etc. and compared based on situation (previously just binary condition wether to use a skill or not)
- considers more things (traits/statuseffects/terrain etc.)
- applies to player ai used as well
- animation speed selection
Atk/Dmg types:
- each species has an attack and damage type (Fire + Cleave etc.)
- including ranged attacks which usually cost 2ap instead of 1
- shows icon for them in battle (also shows own type)
- weapons can overwrite it. (no species should have 2 weapon slots anymore)
- tile highlights show all affected tiles for multi hit attacks etc.
- elemental dmg with strength/weaknesses and secondary effects. (shortens many skills and removes need for some passives) (e.g fire dmg always increases burn by 1, deals less dmg against enemies in water etc.)
- on hit effects trigger on all hit enemies (multi hit passives shouldn't exist anymore)
- can drop weapon in combat to revert to base damagetypes (0 ap action)
- skills also mostly deal elemental dmg.
- Battles have global elemental power modifiers, usually affected by weather and base spirits
- All dmg of certain types will be affected. (shown strength/skill dmg shows updated value)
- Maincharacter damagetype is based on starting element
- skill tooltips show actual values (toggle in settings), colored based on affecting stat (no "mg/2+1" etc.)
UI/QoL:
- updated character tooltip
- more compact home window/character roster
- can quickly summon spirits from home window
- can access sleep from anywhere in town
- can choose characters from party/brothel for sex training
- maincharacter stats more clear for sextraining
- shows character combat-sprite in gallery
- many other small UI/QoL changes...
- added more symbols to mark characters (can now filter by mark)
- evo can freely change alt art for characters (just visual)
- changed item type filter to only show a certain type instead of toggling it
Other:
- Can choose a focus at start of game, making either breeding or fusion better while making the other worse, or ignore it.
- phoenix egg now requires stamina to activate, but doesn't lose mana. (can hatch early at cost of mana)
- made explosion a targetable skill (to prevent accidents)
- maincharacter starting position lowered
- moved the known preferences from prostitute to madame profession
- removed max level for maincharacter sexskills (still soft capped by species amount)
- removed look types/preferences from characters. removed relations between other characters
- changed save type for quickruns from limited to town-only
- lightpower doesn't require full mana
- portal hostility on endless increases much slower.
Noteworthy bugfixes:
- game didn't correctly register as won (opional kingsquests etc.)
- teleport stone didn't work when portal was closed
- maincharacter sexskills modified the wrong skill
- "blind" and related things didn't work
Comments
kinda, though naturally spirits shouldn't get more than 4 skills throughout their evolution, but there are some ways to add skills before evolving. (would be unintended if they naturally get 4 skills before their final evolution)
Syvaron
2020-11-07 14:06:46 +0000 UTCWhen evolving spirits (IE: SpiritFox) if they already have 4 skills they won't be able to learn new skills and they will carry over their current skills. Is this intended?
The Butler
2020-11-07 12:15:46 +0000 UTCi second the desire to see unique pictures remain provide the conditions are met. cant wait to try the new update. You've tinkered around with quite a bit. Im excited to see how it plays.
Kelton Scoggins
2020-11-01 08:41:40 +0000 UTCSame here and I can only agree. The males do not need boobs and shouldn't produce milk. Also it would be nice if you could keep the picture/looks of unique characters when you fuse them (as long as they keep their creature type). Other than that it's a really nice game, well done
Maelficis
2020-10-27 17:36:46 +0000 UTCNew patron. Excellent game. One of the only truly successful 'breeding games' out there. Could you consider adding some kind of option for the 'males' to have tiny breasts at most? I would like to play more (and contribute additional cash!) but a bit too much futa.
2020-10-26 20:44:27 +0000 UTCcant wait to try this new update out!!
one
2020-10-25 07:53:25 +0000 UTCCool!
2020-10-21 19:13:06 +0000 UTCAll I have to say is: you're doing great work, keep it up.
Daniel Siepman
2020-10-21 13:59:51 +0000 UTC