Hello! How are you? New update available, let's get straight to the point!
Project Download Page - https://www.patreon.com/posts/update-0-7-0-0-116808100

Let's start with the most interesting thing that fundamentally changes the gameplay. I present to you the skills of the races! Now each of the characters you choose has unique properties that will help you in certain tasks. Although there are no contracts that are in the plans yet - this will just be a warm-up for you before something bigger. So, in order...
Now when choosing a race in the spy hideout, the skills assigned to each race are displayed, you can regard them as hero classes, each specializing in something of their own.
Humans specialize in bondage skills, which allows them to use ropes, gags, etc. much faster. They also have access to the "Human Progress" skill, which allows them to build furniture for hostages, which is part of the new construction system, but more on that later. They also have a negative effect if they are completely naked - this suppresses their concentration, making it difficult to free themselves.
Arachnids are a new race in this update. They are natural predators, which allows them to easily deal with their victims. Their strong point is that they move completely silently for the enemy, even if you run next to the enemy, he will hardly hear you. They also have two more useful skills.One of them is the ability to produce a web, which can be used as a bondage if there are no ropes at hand. You can tie their hands, feet, as well as make a gag, collar or even blindfold them. Also, an insignificant skill is mummification, which allows you to completely immobilize the target, leaving him no hope of salvation.
Cats are very agile and have a number of skills that allow them to remain uncaught more easily. One of the skills allows you to develop a very fast speed, which will help you easily break away from the enemy, if you do not want to fall into his clutches. Also, the stamina that is spent on running is restored much faster.
Their more useful skill is "sonar". You literally see everyone who makes any sounds, the effect lasts as long as you stand still or move very slowly.
Dark elves are very versatile. Their first skill allows them to remove several items from their bodies at once, which speeds up their release.
Also, their weapon skills allow them to attract the enemy's attention in the place where they shot. This will be useful if you want to remove one or more opponents from the road so as not to mess with them.
They are also skilled in handicrafts, which allows them to assemble complex devices like crossbows from improvised means.
Like the forest elves, they have a negative effect, due to which the enemy will tie you up as tightly as possible, regardless of the wanted level.
Demonids' skills are focused exclusively on strength. They get tired less when fighting, and also restore stamina faster (when bound). They also have a 30% chance to completely free themselves from all restraints when removing an item. I hope you'll be luckier than others.
Dryads are virgin forest dwellers, they are completely new to captivity and deprivation of their freedom. Their skills are aimed at simplifying their helpless state.
Their main skill is that all restraints that are used on them have only half the strength of the original.
They also take full advantage of their enchanting properties - the sleep effects that you apply to an enemy last twice as long as usual, and you also have a 20% chance to put the enemy to sleep while he ties you up, thanks to the "Neurotoxin" skill.
In addition to all this, they are not very experienced in bondage practices, which increases the time it takes to use ropes.
Wood elves live longer than others and they did not waste time perfecting their hunting skills, so the traps you set will bind the naughty girls who fall into them much tighter, or rather, they will be tied from head to toe.
Just like an experienced hunter, you do not react to traps, not only your own, but also those set by the enemy.
If you want to divert attention to yourself, you can make sounds that will attract attention. The enemy, who does not understand anything, will definitely want to check who made this noise.
Just like the dark elves, they have an identical negative effect.
A section has been added to the race selector that allows you to customize your character by selecting individual parameters. There are almost no assets yet, but they will be replenished in the future.
Added new preferences for sandbox mode, I decided to leave the choice of difficulty in this mode to the user, so that you can customize the key parameters to your style of gameplay.
Behavior Preferences:
AI can use a leash to lead you to a hook.
AI can raise the alarm in the camp (AIs start actively searching for you when you escape from their pursuit).
AI can put you in jail (by default, this happens when you get caught more than four times).
Difficulty Settings:
These settings focus on the amount of force characters use when breaking free from their helpless state. Think of them as a sensitivity slider.
Struggle Player Character
Struggle Kidnapper Character
Struggle Slave Character
Struggle Spy Agent Character (Only applies to characters in the safehouse).
Wanted Level Settings:
This setting affects the initial wanted level when you start a level. It ranges from 1 to 5, remember that the higher the wanted level, the tighter you are tied up. At level 5, you are guaranteed to end up in jail (unless you have disabled this option).
Added saving of progress in sandbox mode.
A journal appeared in the shelter, in which your adventures are recorded. The table on the left is also responsible for selecting the level.
The save data shows the level, the time spent in the current session, as well as the composition of the squad you were in.
You can save your progress at any time via the main game menu; the save and load session button is only available in sandbox mode.
Currently, the save system records the following data:
Transformation of all characters, items, objects, and anything that can change its high-level state.
The race of the game character.
Items in the inventory.
Clothing
Binding of items in the hotbar.
Presence of items on the stage.
Presence of items in the stage storages.
Status of the stage storages (open / closed).
Presence of restraints on the character.
Crew members.
Presence of the character in the prisoner's place.

I would like to immediately emphasize that saving only applies to the sandbox mode, all the items you found, all the furniture you built, all the actions you performed, etc. - only apply to the sandbox mode and will not affect the rest of the gameplay. When moving between the shelter and the game location, only the race you selected is transferred. All items, clothing, etc. remain in their places. All this is necessary to separate the progress of the contract mode, which will appear next year, and the free mode (sandbox). It will work as follows, you can take a look if you are interested ...
Added a carrying device.
It allows you to carry a passenger, while your hands are completely free and you can not limit yourself in actions.
It also allows you to transport a passenger when using an elevator and fast travel, which was previously impossible due to some game conventions.
Basically all it does is place the passenger behind you and you can unpack him at any time in the condition in which you picked him up.

Now the skill system can provide additional blueprints for construction. For example, if you play as a human, you have access to all the blueprints for places for prisoners, which you can assemble from new parts found on the map and place them as a static object almost anywhere.
MV requirements have been changed when creating an item instance. Now the panel displays not only the required items, but also the required quantity (Bottom right - how many items are in the inventory, top left - how many are needed).
A number of new items required for crafting have also been added.
Metal tools.
Metal parts.
Leather blanks.
Added a system of stationary placement of places for the captive. The difference from the usual places is that you place a placeholder in the place where the place for captivity will be located. Having brought a hostage, you can assemble it from the required materials. At the moment, the system is supported only by arachnids (you can mummify your captives).

Added tracing of decorator states when constructing objects or placing ready-made objects on the scene. Now, next to the object transformation panel, a panel of all the requirements that you must fulfill to install the object is displayed.
Also added the ability to rotate an object when it is placed on the scene. Hot keys will be displayed at the time when the desired object or drawing is in your hands

Let's talk about some changes in navigation and GUI elements.
The location selection page has been updated, nothing new, just a cosmetic improvement.
Character Team pages have been updated. When selecting a team member, their origin and included skills are now displayed.
Redefined active target highlighting. Interactive objects or characters will now be marked with dots in the center. Less important targets, such as simple interactive objects (hostage furniture, level select, loading save) will only display the default info widget.
Added session time to the upper left corner of the screen on the player panel. This is not the literal time in the game, but the time spent in the current session and when saving - it is recorded automatically.
Added section with information about the character
Race.
Wanted level.
Passive skills.
Activated skills.
Implemented effects.
The player panel size has been expanded to 6 columns.
Compact Quick Access Toolbar - The toolbar now automatically collapses when not in use.

The spy uniform has been updated. It now consists of a durable full-body leather suit, reinforced gloves, and high-soled boots.

Changes to the Slaver Camp map
North Town Hall - Traders use it as a temporary storage facility for prisoners before shipping them out.
East Town Hall - Traders use it as a temporary storage facility for prisoners before shipping them out.
South Town Hall - Main outpost. Here you can find supplies, weapons, components for their manufacture, or you can just find trouble on your ass...
The remains of the still-surviving tunnels that miners used. With their help, you can quickly travel to key points on the level. There are 3 directions available:
Go to the North Town Hall.
Go to the South Town Hall.
Go to the East Town Hall.

You can also move from these points back to the tunnel by going down into the well.
The central entrance to the tunnels is at spawn (Go down into the well).
Added solitary confinement cells. They are very cramped and the only source of light is the sun rays breaking through the cracks in the hatch cover. Also, if you get caught too much, you can be put in one of these...

Changes in the Spy Hideout:

Added a free-use room. This is basically an empty room where you can try out the new build mode or just use it as you wish. It has all the necessary resources if you decide to build cages or chairs.

Added an armory room. All currently existing key items are located here, except for crafting components. All items that will be added to the game in the future will be placed here as well.

Collectable added.
You can find various figurines of characters that refer to other works or authors.
Collectables are an extension of the Ability System and grant abilities when equipped. There are currently two collectables available in the game, which can be found in both the Hideout and Sandbox modes.
Other improvements:
Added item "Chastity Belt".
Added item "Leather Belt".
Added item "Leather Cuffs"
Added Drag&Drop sounds for some old and new types of items.
Replaced UI sounds when opening a scene.
Added ambient and additional sound effects in the spy hideout.
Updated sounds for bolts hitting targets (Hit React)
The work of the skeletal mesh overlap service has been updated, it should eliminate crashes when overlapping bondage items, as well as establish the correct operation of hiding hairstyles, facial deformation, etc.
The camera angle has been changed when using an object (Now it is slightly further away and the field of view is increased)
The camera angle has been changed when using objects that can be placed on the stage (The camera is significantly further away from the character, the field of view is increased).
Changed camera angle in idle mode.
Changed camera angle during sprint (now it is centered on the character).
Lens autofocus switch when using depth of field in photo mode.
Depth of field in binoculars.
Added depth of field while aiming. The focal length of the lens adjusts to the target, in other words - what you aim at will always be in focus.
Added a medium length hairstyle with hair tucked behind the ear.
Added short hairstyle with swept bangs.
Optimization:
Change in grass rendering distance is included in the project.
Optimized static mesh LODs.
Added LODs for all kinds of skeletal meshes.
Added skeletal mesh rendering range.
Added static mesh rendering range.
Optimized terrain tessellation.
Crowd Manager - A manager that controls the rendering and execution of NPC tasks within a certain radius of the game character. This provides a significant performance boost by removing the load from the processor.
*Note: The manager is in experimental mode, since it is not entirely clear how it can affect the behavior of characters...
Nanney Teasford
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