Wednesday, November 5, 2025

 

Version 0.3! 

 

    I hereby dub this the "Now we're getting somewhere..." update. I think the game is starting to take shape a bit more. Compared to V0.2, this is a BIG update internally and hopefully the game is starting to feel a little more fleshed out. Lots of bugfixes, difficulty changes and combat improvements. 

 

First off, here is the download. I have again included a save that picks up where the last version left off. If you use that save, you must go speak to the mayor first to progress:

Click to download the update 


Second off, here is ANOTHER poll! PLEASE don't fill it out until you've played the 0.3 update and seen the changes:

Click to fill out the feedback form 

 

 Part of the reason this update has taken so long compared to 0.2 is because I've gotten a lot pickier about animation quality. I've redone the new enemies multiple times to try and get them just right... I think the new animations for the new enemies blow the old ones out of the water, and it isn't even close.

 

    Canines are a big part of this update... You will encounter a lot of canines. On the other hand, there are a couple of enemies that could be considered more "normal." It is unlikely that I will make many more enemies like that from now on, but I felt like I had to include them narratively. When you play you'll understand. I think you still might like them, and I think they have their place and fit into the game pretty reasonably. Their ability to talk might reveal a few things about the MC and the whole desire curse under certain circumstances... But that aside, don't worry. This games purpose will not change and it will always primarily be about the weird stuff. I simply need to make sure it's a convincing world.

 

 

There are going to be a lot of words from here down, proceed only if you care about the finer details. I WARNED YOU.


 
The big things:

-The Fox, Mouse, and both deer have been given completely new animations! They also have a special new animation when the player ejaculates (alongside all of the new enemies in this update)... Maybe you want to revisit them?

As such, their old animations are gone... For now. I may see about uploading the files somewhere or putting them elsewhere in the game if people miss the old animations.The other forest critters will likely be changed in the next update as well. I am considering replacing one of the squirrels with something else entirely. Please see the feedback form if you think I should reconsider this, or instead maybe even change more of the creatures to something else (play the update first though).

-Most enemies are now capable of starting the battle with various states at random, which may make your battles harder sometimes in different ways, depending on what type of creature it is... 

-SOME defeat scenes have been remade (though not all of them yet), and they are a lot more personalized for each enemy. I think they are a lot better now. These defeats more heavily capitalize on the enemies traits, and some are more brutal than before. Most new enemies in this update also follow this standard. This was a lot of work, and probably one of the most time-consuming aspects of this update, so I hope defeats leave more of an impact from now on... Old enemies will continue to get their defeats remade until all of them are at this new standard. I hate to leave some defeats in an improved state and others not, but I really just wanted to get this update out. I promise, all defeats will eventually be reworked. There are likely more features to come for defeats in 0.4 as well... But you'll have to wait and see for that. 

-ONE defeat in particular from 0.3 has a primitive form of a new type of display system, you'll probably know when (If) you see it. The idea behind this system is that animations are kind of limited in the types of situations they can portray, so this new system may allow for more creativity... But on the other hand, some may feel it just makes things worse because the animations do not reflect what is being described. Without outright revealing what this system is it's hard to really talk about this, but you'll see it if you lose to a certain enemy. I'm curious what people will think of this idea, so lemme know what you think... I plan to expand on it if people like the idea.

-I got reports of the screen freezing upon ending or encountering battles sometimes in V0.2. I have not been able to replicate this but have tried to implement a plugin to fix what I believe may be the problem. Please let me know if you encounter anything like this while playing the update. It seems to be a rare occurrence, so if I don't hear that it's happening to anybody anymore, I will assume it has been fixed. To be safe, I urge you to save often just in case until we know for sure, because this is essentially a game crash.

-The house that you can buy is only PARTIALLY implemented. It's very, very barebones right now. Grind one out if you wish, but don't expect much. It will be updated periodically as the game continues to be made.

-Skipping dialogue and events by holding down the control key has been removed. I did not WANT to do this, but it can break things like cutscenes. If the removal of this truly stings for some people, perhaps a way could be found to simply disable its usage at certain moments. But for now, it is gone.



 Lets talk difficulty and balance:

-The forest maze has been nerfed a bit. It has less branching paths and less enemies. The paths to the orbs in the maze have been made a bit more clear as well.
-Additional resource gather points have been added throughout the game.
-The forest, cave and sewers have been nerfed a bit in terms of enemy density/placement.
-Early game enemies now do less damage to your sanity.
-The guard captain now hands you 3 potions and an MP potion when you tell him you're going to leave town, in an effort to lessen the resource deficit early on.
-Enemy hp has been lowered across the board. Most existing enemies have received a notable hp nerf.
-All weapons now give you slightly more attack power.
-The players base defense curve has been lowered... SLIGHTLY. I felt like hp damage was not particularly threatening a lot of the time. Don't worry, it's not a lot and shouldn't be very noticeable.
-The damage dealt by the standard "attack" option has been increased slightly.
-A small shortcut has been added to the forest left of Kadith.

-Prices of most of the items/equipment in the game have been changed around. In particular, the price of early game equipment has been lowered quite a lot, and some adjustments were made to iron/steel 
items because they were breaking the economy a little too hard. I do not want crafting to be able to break the economy, so even though it doesn't make much sense, crafted equipment will not be worth much.

-Gear progression is being slowed down a little bit. An extra material will be needed to craft steel now that you can't get until later. This is because it kind of feels pointless to craft iron armor when steel is right there and available from the getgo, even if it's more expensive. I feel like the player is moving up tiers of armor wayyy too quickly. Ideally gear progression is more like, full shoddy armor around the time you reach Aldren... And that's when you should be starting to work towards crafting iron armor pieces. Which, while yes, can be grinded out, is meant to be the best armor you can get for all of the things that will take place during Aldren. I will likely be taking one last look at early game equipment for the next update to streamline the process a little bit more, because it's kinda messy.

-The exp curve in this game is a little aggressive, plus battles take longer once you get a little farther into the game... so some enemies have had their exp rewards increased. 

 -Enemy arousal will now increase SLIGHTLY faster because I want it to be a more pressing factor in fights. I have also added an additional way to reduce it. There will likely be more ways in the future. The vibe should be "end things quick, before they get too determined to see things through..."

-Added a field armor repair kit. The way you get it is a little convoluted, but this is to limit the players ability to restore armor. You start by crafting a new item called armorer's supplies, of which you can hold an infinite amount, and take those to an anvil to craft the new field repair kit, which you may only carry ONE of at a time. This new kit can be used to restore 50 armor from anywhere.

-Bind has been buffed to now stun for two turns instead of just one.

-Heal 1 cost of learning and MP cost has been reduced.

-Heal 2 now properly restores some sanity/exhaustion with a special caveat that it can ONLY be used in battle, and has an 8 turn cooldown. I don't want sanity to be easy to restore.

-Heal 3 has been removed and replaced with slow, which debuffs enemies and gives them a chance to miss their turn for 4 turns. It has a 9 turn cooldown. It's pretty much a gamblers version of bind.

-Every skill description now lists the associated skills cooldown if applicable.

-A new passive state has been added called resourceful, which increases the potency of ALL healing items by 15% permanently.

-Exhaustion is getting a complete rework, because it functionally has no impact really. It pretty much just... exists. It doesn't really stand apart from sanity. So now, 3 things:

1. If you get exhausted, it will now function similarly to sanity in that you will be completely unable to act. You're too tired out! (it used to only reduce defense by 50%). It will also make you move slower outside of combat, so you're easy pickings for any
nearby enemies...

2. Exhaustion will AUTOMATICALLY DEPLETE as you move. Enemies will still be able to affect your exhaustion in combat just like before. Sounds scary right? Well, to remedy this new mechanic, I decided it should be easier to recover than sanity, so shops will now sell coffee and you can now craft energizing gel. Both will have the effect of recovering exhaustion. This may sound like an annoying system, but it should actually be pretty lenient. As long as you prepare properly, this reworked version of exhaustion should not complicate your matters as much as it may sound like, and it should be very easy to stockpile coffees. It just challenges the player to be more properly prepared and keep a higher awareness about their stats before starting a fight, but it should not come across as super oppressive on your ability to traverse. So as usual, lemme know what you think.

3. It took me like 4 hours to make it so sanity and exhaustion are immediately available information when you open the command menu (they used to only be viewable by going to the status window), so I hope you appreciate this convenience compared to having to go down to the status menu to view your exhaustion every time. I did this to make it less annoying to monitor your special hp stats outside of combat since you may want to do that now. This menu change is suuuper scuffed and the way it works is kind of hilarious, but it works.



 Let's talk about the combat system display: 

 -Movies sometimes have been playing slower than intended for a while now and did not accurately match the intended speed of the enemies attacks. This is also partially responsible for why enemy animations sometimes seemed to not match the speed of the sound effects. Of course the SE's won't always be a 1:1 match of the animation, but all enemies should seem a bit more lively now... This has been incredibly annoying to try and fix, so I hope it's noticeable. That said, let me know if you see any weird animation errors going forward.

-The maximum play speed of movies has been slowed down slightly. It was TOO fast at its highest speeds...

-A little bit of additional work has gone into the movie system, and now SOME enemies can play a special animation whenever the player is made to ejaculate. I might slowly go back and change some of the old enemies over time to include this if it's well-liked, but for now i'll just try to do it for new enemies going forward. I kind of like it, it makes the enemies look a bit more excited about beating you. On the other hand, it kind of appears a little jarring sometimes because there can be sudden/abrupt animation switches during defeat, so lemme know what you think. Perhaps it can be fine-tuned in some way, like some clever white flash event might make the transition a little less sudden for example... So other small changes may be made later to make this look more seamless.

-In addition to this new ejaculation animation, some enemies have been given special animations that play during certain situations in combat... Can't say what though! Going forward, certain enemies may 
be given additional love in the form of extra animations if their mechanics warrant it...

-I have added a new system to better sync up sounds that play during sex relative to the currently playing movie.

-Enemy animations have occasionally been flickering for brief moments when changing to different movies since the first update and it's been so god damn annoying because I couldn't find the issue, but I think I mostly resolved it.

-States on enemies were not being properly displayed before. This was a critical issue because it withheld information from the player. Now a picture will indicate the enemy states in battle. I could use words, but I think it's more fun if people learn what states do more naturally by eventually associating just the pictures with certain battle effects, plus I really want to minimize the amount of stuff that is on the screen in battle so you can see the animation. But I will see about adding an in-depth pdf that explains everything more clearly in the future if some people would prefer to not have to find things out the hard way.


Let's talk about everything else:

-Fixed the bridge in a forest area that let people walk off of it in unintended ways.
-Armor upgrade items can no longer be used in combat, because it was unintentional and they did literally nothing.
-Fixed a bug with explosive arrow that caused it to crash the game if you lost a battle before the explosion actually went off. Very sneaky bug.
-Both of the throwing spears now work, and they are both quite powerful. They should hopefully feel worth the materials they cost.
-Antidotes can now be used outside of battles. That was not intentional design lol.
-If an enemy gets stunned, the sex sound effects should now stop.
-You can no longer climb the ladder in a certain sewer area to explore the top of the walls.
-A torch has been added as a craftable item, which will temporarily illuminate dark areas (For 5 minutes). This will have uses, trust me. I also wouldn't be suprised if it has
some bugs, so lemme know.
-Due to an unavoidable bug with a movement plugin, the way you exit Aldren has been changed slightly.
-A treasure popup plugin has been added, this should make it more clear on what materials you are gathering. Chests generally no longer use a text box to list the rewards, since this plugin covers those as well.
-Added a tranquilizing gel which can be crafted to reduce enemy arousal.
-Added an energizing gel which can be crafted to restore exhaustion.
-Coffee has been added to shops which can be bought to restore exhaustion.
-If the player became nude in a battle and lost that same battle, they would have the incorrect sprite upon respawning in town. This should be fixed.
-Item restrict finally works and if an enemy uses this on you, your ability to use ANY item is temporarily restricted. Quite dangerous.
-I decorated the sewers a little more, they looked kinda basic. 
-Having 0 sanity or full exhaustion now causes players hp to tick down a little bit each turn. This is simply to prevent an endless loop of enemy attacks if they don't hit you very hard.
-There is now a respec NPC in Aldren that will allow you to unlearn all of your chosen skills and return your JP back, for 1500 gold.
-The cave salamander got 1 of its animations redone, because the old one had some weird visual issues. I took the opportunity to give it a new cum animation while I was at it.
-Endless mode has been removed. I'm sorry! It could not be made to work the way I wanted it to. It felt clunky and awkward.


The only other thing I think I have to say is that... 0.4 will likely take even longer than 0.3, but will be even bigger. I have a LOT of things planned for this next update... And while 0.3 served to hopefully flesh out existing systems a bit more, 0.4 will do this even more, while also introducing a whole lot of new, hopefully already fleshed out, systems. I'm planning for there to be like... atleast 15 new enemies in 0.4, on top of reworking the rest of the existing ones that still need it. Plus I need to finish the better versions of defeats, I need to make the maps, quests, items, skills, I want to clean up the early game some more, etc... Point is, I have my work cut out for me! I hope you enjoy version 0.3 for the time being.




Annnnd... That's all. You survived the giant wall of text.

 

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