Pre-Alpha 4.0
Added 2024-08-16 21:23:43 +0000 UTCYou can find the download links in the VIP section of the Discord.
Changelog
Major changes to intro and starting point
New NPCs
Bonus stats have changed
-- When building a character, you no longer select bonus stats -- Bonus stats can now be applied every even level(2,4,6,8...) up to level 30 -- These bonus stats cannot be changed but I plan to implement a way to reset them later -- Ally bonus stats are predefined and cannot be altered in any way -- In this way every playable character, including yourself, only gets 15 bonus stats total -- 1 bonus point for Stamina or Health equates to 5 extra real points after calculating -- 1 bonus point for all other stats equates to 2 extra real points after calculating
Altered encounter rates of enemies across most zones
Revamped how enemy troops spawn
-- Now much easier to manage in the editor -- More options for conditions of spawning such as elevation and area group -- More options for boosting/limiting strength of certain troops over others
Introduced a couple new enemies
-- Sugar Ant -- Black Ant -- Firefly -- Carpet Beetle
Fixed issues with experience and money rewards not scaling with enemy levels
Fixed issues with item rewards bugging out
Relocated where troop spawns appear. They now appear just below the map alongside NPCs
Ailments now have many more possible stat modifiers such as accuracy, evasion, armor, etc.
Ailments can now escalate to stronger versions of themselves if not dealt with and the afflicted is hit again with the same ailment
Ailments now have unique icons which display on overworld player character HUDs
Some environments also have programmed, escalating ailments
Giant Events got a big revision
-- More internal toggles and options -- Events can now reward affection as well as experience, money, and items -- There are forbidden weapon types which automatically end an encounter, usually Slashing, Piercing, and Chopping, etc.
Experimental Features
-- Giants may chase you -- Some giants move randomly within a zone
Battles and Events can now have phases
Backgrounds and ai can change depending on battle phases
Enemy actors can be hidden from player and appear/disappear midway through battle
Fixed issue with player character HUDs displaying the color of the previous zone
New Craftables
-- Glass and Bottles -- Potions and Tonics -- Sal Volatile -- Others
Levers can be found in the world in the form of Paperclips
You will now get an "Encumbered" status effect if you are carrying above your max weight capacity
Rene
-- She has an intro and a very easy tutorial fight -- Lots of plans for the future with her -- Entirely gentle with dialogue
Olivia
-- Expanded some interactions -- She'll now react differently the second time she tries to eat you -- Her trapped in heel event is completed -- Foot crush, shoe entrapment, and vore
Rox and Gwen
-- First, find Gwen and interact with her -- After, Gwen can be found wandering around the main section -- Dining section with Roxanne not complete
Tina
-- More dialogue and body exploration -- Buttcrush, gentle, vore, and more dialogue
Nemara
-- She has limited interactions but she is officially in the game -- Foot crush, and dialogue -- Events at bar with Tina are limited and unfinished
???
-- Wander around at night and find a mystery giantess
KNOWN ISSUES
Climbing down off a giantess has had a quick fix applied so you were teleported back to where you were when you began the climb, not back where ever the giantess may have moved too.
Giants tend not to spawn in correctly after passing time. This is a new bug that cropped up the last couple days. Leaving and returning to the zone fixes spawns.
Some of the transitions between screens are still aesthetically a bit rough.
A lot of interactions are incomplete or experimental.
CONSIDERATIONS I plan to update 4.0 in the next couple weeks before relasing a public alpha. I expect and hope to add and finish more content. A lot of the work done here has been in the backend, meaning not as much time spent on content. I like to believe I am now transitioning more towards creating new content rather than making new mechanics and bug fixing what breaks from my tinkering. Obviously, tweaks and changes to mechanics will continue, but most of what is here constitutes the core gameplay loop. Music and sound are pretty experimental, so I wouldn't expect themes to stay where they are. That said, constructive criticism is not only welcome but appreciated greatly. If you don't like a track or sound effect or the way Gwen gives you the stink-eye, tell me. EXPECT BUGS and please report them as well!