Version History

{| class="article-table mw-collapsible mw-collapsed" id="016000" ! V0.16.0.0 Changelog

Characters:

 * 5 new uniques
 * 10 new species
 * 2 new special worlds
 * Reworked some Evo special forms
 * Added some upgrade events for many unique characters with new skills etc.
 * Some new clothes/futa variants
 * Some species are now elite species (max rank spirits and world bosses). Can only have one elite in your party
 * Elite species are generally stronger and more unique now.

Gameplay/Combat:

 * Added many global passive effects, obtained by beating short unstable portals every few days.
 * When choosing exclusively from highlighted bonus professions/traits at character creation, you'll start with a special pet
 * Spawning/destroying hives gives some skillpoints based on a portals native species
 * Added new status effects strength/magic charges (Stacking effects giving lasting 10% strength/magic each)
 * Changed some basic traits like strong/resilient etc. to affect base stat growth instead of being a multiplier
 * Eggs created by maincharacter get a special trait. Gain various bonuses based on maincharacter and amount of these in party.
 * Daily arena battle that increases difficulty/rewards of future daily battles when beaten.
 * Camping duration reverted to shorter times, but doesn't restore stamina. (instead it sets it to a minimum if it was lower)
 * removed level requirement for recruiting. Recruiter trait now increases lust after failed attempts
 * firing characters in town has no morale penalty?
 * quickruns start with less characters and you get a random essence
 * removed stealth
 * removed weather effects at turnstart (spreading water etc.)

QoL:

 * Quick/auto save always appear on top of the list. button to directly open save window.
 * Highlights saves of current file. no overwrite confirmation needed for same save
 * Hatchery shows a value for total genes of eggs
 * In combat, middle mouse button doesn't show character tooltip if the character is selected
 * Can see current ritual level of species in "other" character tooltip section

Other:

 * more events/scenes etc. (some in categories of existing gallery)
 * some changes to dating, but still a placeholder. I'll probably just rework it into something more simple/fun.
 * many bugfixes + smaller changes.

Only unlockables.sav is compatible
 * }

{| class="article-table mw-collapsible mw-collapsed" id="015001" ! V0.15.0.1 Bugfixes

Bugfixes:

 * Some stamina gains/losses were reversed
 * ai didn't do anything when they had massheal skill
 * Unique xhana event never triggered
 * Angel had a wrong picture
 * farmpairs set to farm didn't grow food
 * Egg/crystal setting for farmpairs didn't save
 * Score didn't update for hardest battle/portal
 * An_3 upgrade was bugged
 * quickshooter didn't do anything
 * Only had to meet requirements for one character for training quests
 * Phoenix permanently lost attacktype after hatching
 * Consuming hatchery upgrade counted itself for shares
 * Female only setting didn't work for some species
 * Slime didn't remove ow stamina cost for crea

changes:

 * Less frequent combat mods for portals.
 * Native species rework: portals have main and subspecies first part is almost always a mainspecies. secondary can be either. lizards/mermaids are more likely to spawn in water and mermaids spawn less on other tiles
 * New very rare creature (also in elementalist evolution branch)
 * Tamers now start with that creature with max level 20
 * Some new skills/skill combos
 * New movementtype for lavamermaid and that creature. (fast in water/lava)
 * Changed some ow-skills (scouting etc.) to use stamina but lowered manacost
 * Fusion focus gives high chance to inherit up to 2 learned skills instead of 1
 * Rescue event characters have a guarenteed rare genetic trait and the portals trait
 * Made some finalize effects stronger
 * Added futa option to lonada
 * Added stronger divine favours for a new profession/trait

Normal saves from 0.15 may not be compatible
 * }

{| class="article-table mw-collapsible mw-collapsed" id="015000" ! V0.15.0.0 Changelog

Characters/Content:

 * Added new story path/alternate ending
 * 9 new species. 6 new uniques.
 * New achievements/professions/traits
 * New events/scenes etc.

Challenges/statistics:

 * Added scaling difficulty option. unlocks in character creation after beating the game.
 * Scales infinitely, but after 10 some modifiers just repeat.
 * Keep track of highest difficulty/score/challenge wins for each character

Farm:

 * Simplified farm interface/less micro management (more incentivised to keep pairs once set up)
 * Removed attraction and related stats for breeding
 * Farmpairs increase bond each day up to 10. Resets upon breaking.
 * Bond increases efficiency of everything farm related by 10% each
 * Can toggle characters between producing eggs or twice the amount in crystals
 * Replaced the current settings (slow/vigorous etc.) with side-activities for various bonuses (farming/milking/sextraining...)

Quick character management:

 * Added town screen to quickly see/manage all your characters (middle mouse button)
 * Can easily move them around between places/activities
 * Toggles for relevant information
 * Quick access to all character locations

Freeplay:

 * Changed freeplay to remove most time based scaling.
 * No time pressure for anything. Difficulty is mostly player controlled.
 * 80%+ completing a portal raises the worldlevel to that portals hostility
 * Worldlevels work similar to ng+, raising difficulty and level caps.
 * Starting level/gene caps are lower than usual

QoL:

 * Added quickstart setting, allowing you to skip intro events (simulate default selections)
 * In party prep: can click on empty item slots to filter inventory to that type
 * In inventory can click avatar to select next. Removed the small character tooltips from inventory.
 * In battle, can hold middle mouse on a character to show tooltip
 * Enemies with gifted or special trait will have a star in name. Enemies with death triggered passives are also marked.
 * Sell-toggles for party-prep/crafting window. Generally shouldn't need keyboard for most things now.

Gameplay/Balance:

 * Changed evo's adapt mechanic:
 * Can now permanently learn/collect traits.
 * Learned traits can be adapted onto characters.
 * Druid/Crea have/unlock a restricted variation of that ability.
 * Ranged attacks now use all ap instead of requiring 2. (can move before. Restoring 1 ap lets you attack again etc.)
 * Simulates rituals with starters at game-start
 * Druid has a unique skilltree branch based on selected element to support spirits. And some other new abilities.
 * Removed mana penalty for shadow characters for not being in shadow
 * Amphibious no longer has a penalty for land movement (now objectively better than basic movement)
 * Combat-Exp gain doubled but reduced based on a characters level
 * Fused characters can't be used for rituals, but gain +50% exp
 * Your party fully heals on portal/relay tiles
 * Party-teleport costs crystals now
 * Traits are partially weighted based on lvType, including mutagen.
 * New rare (<1% chance) genetic traits based on lvType.(characters with special trait will have a star in combat)
 * More stamina fairies spawn
 * magicwater removes mana from enemies when in water.
 * magicice also affects characters on snow
 * Adaptable mc-trait only doubles potion uses, but is cheaper
 * More skillcombos
 * Early portal/guaranteed first arena battle rewards increased.
 * Some lymeans got some electric skills

Unity/UI stuff:

 * Updated unity version, so some rare crashes should be fixed
 * Starting launcher thing was removed.
 * Added ingame settings for resolution/fullscreen.
 * Can resize window
 * Smaller file size
 * Generally should run better/use less ram etc.
 * Added custom cursors based on character (not sure if i like those)

Only unlockables.sav is compatible
 * }

{| class="article-table mw-collapsible mw-collapsed" id="014001" ! V0.14.0.1 Bugfixes

Changes/Balancing:

 * Added energy orbs in portals that recover stamina
 * Starting home capacity and upgrades increased
 * Stamina potions restore 50 stamina instead of increasing max
 * Injury shown more clearly on party characters at home
 * Shows if an attack was resisted/weak in log
 * Increased effects of secondary camping actions (scavenging/training etc.)
 * Milk for camping capped at 5 (can use multiple times if more)
 * In party preparation, can click portrait instead of next button
 * Spirits/tavern characters start at full stamina
 * Crea summons start at 100 stamina. upgrades increase it by 10
 * Made the farm pairs more compact

Bugfixes:

 * Reversed stamina loss/recovery for some things
 * Could select all traits instead of +1 with fusion focus
 * Fixed various weird ai behaviours
 * Portal entry cost was still based on partysize
 * Creation futa upgrade wasn't considered in advanced sextraining
 * In portals there was an area on the right where inputs were blocked
 * Wrong tooltip for poison attack
 * Wrong description for lavaspider evolution. also added a dex path.
 * Milk/energy buff upgrades for crea were outdated
 * Some missing pictures
 * Special maxlevel pots used up potion slots
 * Farm interface didn't fully reset, causing some weird bugs
 * When selecting a pair both potion costs shown were from the right characters
 * instantbreed didn't work correctly on just formed pairs
 * Resting tooltips were outdated
 * Devil healing costed stamina
 * Angel was missing some pictures
 * You didn't always get a reinforce charge on certain dfficulty settings/professions

(v0.14.0.0 saves should be compatible)
 * }

{| class="article-table mw-collapsible mw-collapsed" id="014000" ! V0.14.0.0 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 (I'll probably try at least monthly)

Exhaustion/Expeditions:

 * Changed exhaustion to stamina (was always weird to have a resource 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 whether 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

Only unlockables.sav is compatible
 * }

{| class="article-table mw-collapsible mw-collapsed" id="013001" ! V0.13.0.1 Bugfixes

Noteworthy bigfixes:

 * Servicing didn't clear lust when target had no energy
 * rng for some things didn't change each day in some occasions (spawned same tavernquests etc.)
 * "enticed" made ai behave weirdly even when no character is presenting
 * Full restore wasn't useable
 * shelldrakes dropped invalid materials
 * Could collect infinite mushrooms from one spot
 * Genetic size/gender for crea summons weren't always accurate
 * Some overworld event pics weren't shown
 * Enemies in new merchant event were all bosses
 * Needed to have more basic resources to craft something (instead of equal+)
 * Eggs from an event were always lava type
 * Some uniques didn't have the unique trait
 * Evo lost lavaimmunity trait after normal transformations
 * Enemy evo in special forms showed (wrong) clothing overlay
 * Removed automatic milking upgrade as its kinda redundant now
 * Gallery pics for evel didn't unlock
 * Tentacle research event couldn't trigger, as the location was inaccessible. (moved to guild)
 * Couldn't mindcontrol lustbound characters
 * petite/busty/Wellendowed traits didn't affect energy/milk
 * sexmaster/god affects recruiting chance now.
 * Recruit chance no longer capped between 1 and 90%. (can be higher than 100 to show skills more clearly)
 * Producer increased production by +2 and *2, instead of just +2
 * Equalizing room upgrade behaved weirdly/opposite
 * Stored eggs were weirdly aligned
 * Could have same trait multiple times in tavernquest requirements
 * Fixed some weird behaviour for quickruns right after doing a random battle
 * Gallery didn't show loot/produced materials for creatures

Added:

 * Avy's familiar has maxlv 10 now. avy has increased potion uses.
 * manaworms can spawn in the wild now and gained mount trait
 * Added some recipes for previously unused materials
 * Can now get sexmaster/god traits with mc when reaching lv 10/15 in any skill
 * Devil/angel pacts change stats more (and change base stats)
 * Added some pics to gallery
 * }

{| class="article-table mw-collapsible mw-collapsed" id="013000" ! V0.13.0.0 Changelog

Alternate art:

 * Base species have some variations (mostly different hairstyles/horns etc.)
 * Can choose for starters, otherwise spawn randomly
 * Can see variations in gallery. can also toggle clothing in gallery.

Egg-rework:

 * All species have an eggtype
 * Different types have certain properties/requirements
 * eggtype is determined from female part in pairing
 * Hatchery has multiple rooms which can be set to different types/build upgrades etc.
 * Any character can be assigned as a hatcher in a room, increasing egg growth at cost of exhaustion.

Milk/Semen rework:

 * Each character has milk/semen("energy") storage/regen based on species/some traits (lower numbers like 5(+2/day) etc.)
 * Bonus milk capacity based on titsize
 * Each harvest gets that amount of crafting materials. (semen type based on eggtype. Milk is just one resource)
 * Collecting can be done from charactermenu as well
 * During camping any character can use stored milk as free temporary food
 * Various changes to traits/consumables to fit.

Combat/Sex-actions:

 * Energy as a resource in combat
 * New action Service: chance target cums (equal to lust percentage)->target loses energy. You collect crafting materials based on species equal to energy lost
 * Fuck: both characters lose energy. chance to recruit equal to enemy lustpercentage. malus for remaining energy
 * Passives triggered by fucking only do so if energy was lost. (They are generally a lot stronger now)
 * Whenever a character loses energy but doesn't have any, they become weakened for the remaining battle.
 * max lust always increases after sex actions (instead of only at 50%+ lust)
 * Presenting: Can "Seduce" self to trigger a new action. Nearby enemies have a chance to become enticed, prioritizing fucking the presenting character before other actions.
 * Enemies at 100% lust or enticed will fuck nearby player characters, if they are at 50%+ or "presenting".

Insectgirl-rework:

 * Economy + sexual support characters.
 * Usually have very high energy storage, but low regen.
 * Collect energy when fucked instead of losing it. (converting it into their type)
 * Can instantly produce eggs using energy (effectively breed with self)

Crafting/Alchemy:

 * Can collect materials in various ways (herbs/mushrooms/semen/milk etc.)
 * Special materials can be earned from npc objectives (kingsquests/tavern/ranked/portalrewards)
 * Can collect semen during brothel shows
 * Materials are stored in separate inventory/list with infinite capacity (Don't need to bring them back from portals)
 * Creatures drop materials like scales/fur etc. based on species when defeated in combat
 * Characters produce daily materials like honey/poison/silk etc. when conditions are met (housing+morale)
 * Craft potions/items etc. with those materials (+ regular resources)
 * Some collectible herbs etc. are no longer items immediately but can be used in various ways
 * Special recipes based on maincharacters/elements/professions etc.
 * New fishes as materials. possible fishes change based on fishing-spot/biome/weather
 * Many new items

Balancing:

 * Lowered aggression of enemies/increased stealth effect
 * Decreased enemy density in story portals
 * Most legendary items are stronger
 * Entangled limits ap-gain to 1/turn. constrict now entangles
 * Creatures with suckmana/life can convert their max hp/mana into strength/magic

Other:

 * New scenes. new unique character.
 * New profession + mc trait
 * Town npcs have a unique uninheritable special trait or passive
 * Succubus have some new skills/passives
 * You now get the profession specific starting items in quickruns
 * Tamer profession increases stat growth of creatures, instead of a one-time bonus when caught

Noteworthy bigfixes:

 * Blinded reduced speed/Armor each tick instead of once. (and only regained once when removed)
 * Highlighted starting professions didn't give the bonus money
 * Evolving seedlings didn't update their movementcosts immediately
 * Lost crystals when fusion failed due to exhaustion
 * Skill combos when fusing were based on left/right character position
 * Starters had wrong genetic lvType
 * Could camp in unstable worlds with the hotkey

Only unlockables.sav is compatible (teams are probably also not compatible this time)
 * }

{| class="article-table mw-collapsible mw-collapsed" id="012001" ! V0.12.0.1 Bugfixes

Bugs Fixed:

 * Magic shadow highlighted wrong tiles
 * kingsquest still says you get tp
 * Arena fights start with last portal traits
 * Wild holySpirits had a skill that doesn't exist -> caused some problems
 * breedingpotions didn't work correctly
 * Toxic modifier didn't work
 * Castalia objective completions were visually offset by 1
 * Special portals could generate with impassible terrain/mainbiome
 * Starting portals were always the same regardless of seed (portal seed was just its id)
 * Could tame bosses with nets/magictame
 * Requirement for drain bow was still wrong
 * Could teleport into rock/void tiles on ow
 * Raiders trait reduced enemy spawns
 * Could evolve a lightorb into shadowdjinn
 * Some wrong descriptions/skills for evolution
 * Floating didn't apply stat malus/mount traits
 * Seductive starting trait didn't unlock through eggs
 * A unique event wasn't unique
 * ForestSatyr didn't unlock in gallery

Added:

 * Each quickrun starts with an S-rank quest in the tavern.
 * Also added a new loadingscreen pic
 * }

{| class="article-table mw-collapsible mw-collapsed" id="012000" ! V0.12.0.0 Changelog

Summary:

 * More interesting portals
 * Spirits integrated more. (more enemy variance etc.)
 * Farm/fusion work more together.

Portals/Overworld:

 * Tooltips for portals for modifier descriptions etc.
 * Portals now have a native trait that each character in there has, including some unique ones
 * New basic modifiers
 * Weather effects per portal that can change each day (affecting spirit spawns etc.)
 * Combat modifiers, affecting all battles in a portal
 * New world types with more restricted movement (caves etc.)
 * Special consumables + unlockable farmpotions for special world types

Characters/Creatures:

 * 2 new elements (total 10 new species) some previously existing creatures moved into the evolution lines
 * Light: combo based magic/support species
 * Shadow: terrain based team species, introducing shadow tiles in combat
 * 11 new unique characters (mostly missing unique combat sprites, but many aren't really battle characters)

Shadow species rework:

 * They work together with shadow spirits and share similar skills generally more hp/ less reliance on shadowform.
 * Bonuses in shadow/malus outside
 * shadowform increases speed more and only costs upkeep outside of shadow. no longer increases armor.
 * Requirements of being in shadowform often replaced with being on a shadow tile

Farm:

 * Simplified a lot of stuff
 * Removed focus, now always similar to previous default settings but better
 * Control shifted more towards using farmpotions
 * You don't assign characters to farm ( characters at home show in farm, can assign any two to place in farm)
 * Removing pairings puts characters back home
 * Pairings are shown more clearly and separately with quick infos
 * Separate sortable lists for left/right character. (rightclick can now close as other windows)
 * Can use instantbreed without pairing (can still pair afterwards and keep progress)
 * Can toggle between creature/humanoid (can breed same species creatures)
 * Some new farm items unlocked through explorations/events.
 * Descriptions now adapted to alchemists bonus.
 * Fertility/virility potions increase by a flat amount of 30 instead of +50%
 * Eggs/day capped at 3 per pair. removed doubled crystal gain for farmer. eggs spoil quicker.

Quickruns:

 * Some new world modifiers exclusively for it. Most runs now have a world modifier.
 * Rival power starts higher than other runs (not just stage 1 spirits in final battle etc.)
 * More modifiers/starting traits
 * Generally higher chances for more interesting/rare things

Other:

 * New events
 * Evo art update + outfits
 * Unranked arena battles can have combat modifiers
 * Rivals can have any element, not just the basic 3
 * Corruption now sets the maxlevel to the characters current level. those species are stronger now (might be weird with summoning/fusing)
 * Castalia sells potions once you unlocked the reward thresholds
 * New genetic traits (mostly start/end of combat effect)
 * New mostly neutral difficulty modifiers
 * Can now buy potions from Castalia once unlocked
 * Genes have less impact on stats (10 = doubled stats, prev *2.5 - *3)
 * Slime type characters are stronger, but corrupt sets their maxlevel to current level

Noteworthy bugfixes:

 * Tavern characters didn't correctly scale with rank (always had same total genes)
 * Party strength (for mining/woodcutting etc.) was based on magic instead of strength
 * Story mission portals had normal enemy spawn rate (could often just walk through without fights)
 * Sleeping multiple times the same day resulted in same events
 * Crafting draining bow required wrong resource

Only unlockables.sav is compatible
 * }

{| class="article-table mw-collapsible mw-collapsed" id="011010" ! V0.11.1.0 Changelog

Seeded runs:

 * Can play quickruns based on a seed, affecting starting traits/element/characters/profession etc. (Unlocked traits etc. don't matter. Can still do achievements in quickruns to unlock stuff for normal runs)
 * Some settings are the same for all quickruns
 * Shorter (15 days) runs with some timing adjustments.

Small changes:

 * watermermaids now have watertrail onmove
 * Detailed descriptions for starting selections can also be seen in journal
 * Producer only gives 50% bonus instead of 100% (bonus is applied every generation in addition to increased value.)
 * More things are based on a seed

Bugs fixed:

 * Days sometimes didn't fully resolve, causing some other problems
 * instantbreed points always increased when you came back from a portal (not based on actual days passed)
 * Stability worldmodifier affected story portals like the final mission and didn't affect basic portals
 * During sextraining, bonus for cumming at the same time didn't reset
 * Quests didn't consider modified stats (strong trait etc.) when submitting characters
 * When enemies initiated combat, biome was ignored
 * IceBeasts didn't have the mount trait
 * Freeze checked own status rather than target for validity
 * Event softlock was still possible if events stacked in the same location. Also put in safety, if an event somehow ever has no option it will just end.
 * Zookeeper gave all characters exp each day (instead of creatures only)

Testing seeded runs/trying to get some opinions on base settings etc. (haven't added anything else yet)
 * }

{| class="article-table mw-collapsible mw-collapsed" id="011001" ! V0.11.0.1 Bugfixes

Bugs fixed:

 * Unstable trait didn't work correctly
 * Quests sometimes didn't check for species
 * Gender for fusion was random
 * Unique cowgirl event could trigger multiple times
 * Stable trait added its effect for each evolution
 * Some rockspirits didn't have the spirit trait (couldn't evolve etc.)
 * Earthquake didn't work (only characters with access to it were probably not accessible anyway)
 * Intro events were only triggered on first day (now first 3 days)
 * Random location events lasting multiple days could stack, causing a softlock after ending it.
 * Slime-poison cost more than shown. also increased it's radius by 1
 * Some ai problems (mostly bulb skills)
 * Tavern points starting trait was useless. now lets you start at higher tavern rank
 * Only the first 4 traits showed in fusion window
 * Lumira didn't have the aquatic trait
 * Some quests skillrequirements didn't fit with required gender
 * Some evolution paths had wrong skills/tooltips
 * Special trader events could overlap (same trader multiple times)
 * Genetic gender of starters didn't align with actual gender
 * ai turns shouldn't take the same time if they don't do anything
 * Fleeing into another encounter was bugged
 * Naturally spawning relays didn't do anything.
 * Home portal was listed twice in teleport menu.
 * Only basestats were checked for tavern jobs (ignoring traits like strong etc.).
 * }

{| class="article-table mw-collapsible mw-collapsed" id="011000" ! V0.11.0.0 Changelog

Species:

 * New spirit (5 species)
 * 1 new special hybrid
 * 2 new creatures
 * 2 unique characters

Difficulty settings:

 * Default save type set to town-only and adjusted modifiers
 * Dating mechanic now optional as difficulty modifier

Town:

 * Map for quick overview of the town
 * Quickaccess to locations/certain things
 * Useful tooltips/infos for locations in one place
 * Highlighted places that require attention (eggs hatchable, special portals etc.)
 * New location with some special items

Tavern:

 * Removed tavernpoints
 * Quests are ranked
 * You now also have a quest ranking, that affects difficulty/rewards of quests
 * Higher rank also allows you to hire stronger characters for money
 * More varied quests/rewards
 * Can accept/keep track of a few quests. (can't remove quests or reputation loss?)
 * New journal tab for quests

Fusion:

 * More control over fusion results at cost of crystals
 * You can select half of each characters traits (+1)
 * By default all other things will be the average
 * Can select genes to 100% take the gene from this character instead
 * More selections = higher crystal cost. (free up to a point)

Arena:

 * Default save type set to town-only and adjusted modifiers
 * Dating mechanic now optional as difficulty modifier

Difficulty settings:

 * Ranks increase stats. Each rank increase is the same as a levelup without sizemodifier.
 * Keep equipment. Ranked battles are a bit harder. (maybe option to unequip for bonus money)

QoL:

 * Can change character location (party/farm...) from management screen
 * Can sort characters ascending/descending if you click again
 * Can sort while selecting characters.
 * Descriptions change a bit to show relevant info based on sorting type In charactermanager, you can lock selection to current group easier
 * Can mark/favourite characters to sort/identify them
 * Modified stats only show in tooltip if they are different
 * Journal color changed to make reused text more readable (as most other text backgrounds are dark)

Other:

 * Some new events, traits, skills, items etc.

Bugs fixed:

 * Evolving characters didn't update their statgrowth, making all seedlings/spirits kinda useless
 * Evo unequipped items after transforming in chimera form
 * Chimera form didn't update some stats + percentages were ignored
 * Couldn't re-hire town npcs after recalling home
 * Size of captured spirits was set to medium after reshaping
 * Strong healing pots didn't work when used from inventory
 * Aquatic trait was often missing

unlockables.sav is compatible (not sure about normal saves)
 * }

{| class="article-table mw-collapsible mw-collapsed" id="010001" ! V0.10.0.1 Bugfixes

Bugs fixed:

 * Could infinitely recruit one of the new "unique" characters (and at full team cap)
 * New unique characters were missing the "unique" trait (didn't have any effect)
 * Transforming (corruption/evolving) didn't immediately change combat movementcosts
 * Mindcontrol didn't work
 * Journal didn't block inputs (show tooltips of characters behind)
 * Flying characters couldn't fly over lava
 * Some difficulty modifiers affecting random encounters were pointless
 * Change: characters with ice affinity don't break ice and can freeze water
 * }

{| class="article-table mw-collapsible mw-collapsed" id="010000" ! V0.10.0.0 Changelog

Overworld:

 * Removed random encounters
 * Enemies move on the Overworld
 * Finer strength evaluation of teams. (based on size, species, genes etc.) (Actual encounter difficulty is mostly the same as before)
 * Exp-gain is equal to the enemy strength
 * Enemies on the map are represented by their strongest party member?
 * Enemies can also fight each other.
 * Sometimes recruit some of the lost team etc.
 * Winning team will gain losers items. (capped based on partycount, rest will drop on the ground)
 * Enemies have their items equipped (won't use active abilities/consumables)
 * Resources lost when fleeing will be dropped on the enemy tile
 * Same enemies will stay after you flee. (can flee and come back to recruit/ for revenge etc.)
 * Enemies in a portal don't completely reset every time you enter. A few new ones spawn, but less concentrated.
 * Removed movement-stances
 * Click on self ("s") to have a short rest (enemies will move)
 * Enemies will flee from stronger parties and try to follow weaker ones (including player)
 * Stealth affects range and chance of enemies noticing you

Combat:

 * Snow/ice tiles exist in battle
 * Some tiles have effects that trigger at the start and end of each turn: lava burns, water weakens, snow/ice slow

Characters/Species:

 * 5 new tundra based species (in form of a new spirit. Unlockable as starting element)
 * Most mermaid type characters get a new special trait, making them stronger in water (Aquatic: (can't be engaged in water) restore 2 ap at the start of a turn, when in water)
 * Changed the seedling monster form to fit more to evolving into a dragon
 * 2 new unique characters
 * Species/characters have growth modifier for each stat (characters don't lose specialization at higher levels)
 * Generally lowered stat growth/levels are less important. Lv-type is less extreme - easier to inherit leveltype (50%)

QoL:

 * Can easily switch character roles during home-sextraining
 * Can select an amount of resources to always keep after coming back from a portal
 * Can view progress towards stat increases (level tooltip)
 * Partyprep inventory acts more like the ow-inventory
 * Currently useable consumables are highlighted

Other:

 * More closeup sexanimations/pics
 * Vaguely fitting ones are shown in individual sextraining (can be toggled off)
 * Some new events
 * Sped up some animations (lv-up, fucking non-enemies...)
 * Party strength now shows roughly estimated power of your team, to compare to enemies
 * Strength from items doesn't affect resource collecting effectiveness, but you generally get more

Balancing:

 * Сan't use summoned characters for rituals. Can't fuse two summoned characters together
 * Exp required is no longer based on size
 * Basic mermaids start with a create water skill, but less mana
 * Mindcontrol works 100% and is cheaper, but only works on weakened characters

Noteworthy bugfixes:

 * Slimesense/scout didn't work
 * Slimespeed reduced speed
 * Enemy creatures could seduce, if they somehow had high ldmg
 * Evo-core/eyebrows weren't set to the selected one when opening the window
 * Bloodfairies weren't set to lv 1
 * Some wrong evolution lines for spirits

Generally a lot of experimental changes that require some feedback. unlockables.sav is compatible. Not sure if other saves are technically compatible, but would probably be weird regardless
 * }

{| class="article-table mw-collapsible mw-collapsed" id="09101" ! V0.9.10.1 Bugfixes

Bugs fixed:

 * Base maxlust didn't start with the correct value
 * Tentacle core for evo didn't do anything.
 * Base tentaclegirl had the wrong sprite
 * Couldn't close inventory with "f"
 * Some wrong event descriptions
 * There were no restrictions to sending characters to the library when you choose a specific species
 * Tentacle species wasn't listed in the library
 * poisonflight didn't poison the user
 * poisonskin and poison had the same name (couldn't have both in some cases)
 * Displace on attack caused problems with multi-attacks. (should be removed now)
 * Couldn't increase lv above cap (even with "potential" mc-traits or "growing")
 * Prince + potential only increased maxlevel with equality, instead of the opposite
 * Had to target a tile to use slimesense, for no reason
 * "ignore all focus" toggle in sextraining started off, but was shown as on. (only updated after clicking it)
 * In sextraining, focus-priority of 0 on mc-bodypart didn't apply correctly.

Changed:

 * heatresistant trait also makes user immune to burn. also unlockable as starting trait.
 * 2 new legendary traits.
 * }

{| class="article-table mw-collapsible mw-collapsed" id="09100" ! V0.9.10.0 Changelog

Tentacle basespecies:

 * basespecies + hybrids.
 * Mostly combo based species, working together with the different hybrids.
 * Not accessible as starters. Mostly unique to creation. can be recruited as other characters.
 * Creation enemy encounters now often use those species
 * Creation-mc can replace a species gene with the new one, creating a new character
 * New skilltrees (some changes to old ones) - new abilities etc.

New player experience:

 * Info-popups for doing things the first time etc.
 * Can ask npcs more. Npcs are always at their main-location for the first day
 * Some small, easier achievements to unlock stuff.

QoL:

 * Quicker to equip/drop/use items from inventory (keyboard not needed)
 * Inventory can also be opened with f
 * In ow-inventory, can select character by clicking the party icon
 * Can sort brothelcharacters by value
 * Can see current portal size in combat
 * Can see highest sexskill in character management
 * Added a picture of spirits selection to not forget it

Other stuff::

 * Some new events
 * Starters can increase their max level at the cost of exhaustion
 * A new creature
 * "slime" trait increases speed on slime. characters can still have normal movement types
 * Starting progress towards statgains is based on genes instead of 0. (previously the first levels nothing happened, because most things don't progress 100%/lv)

Balance:

 * Halved spenttime-action time
 * Tundra movementcosts lowered
 * battlerank brothel modifier increased
 * Camping durations halved. Only training was scaled to fit, other things have doubled efficiency
 * Guarding effectiveness while camping doubled
 * Bloodline characters can't be fused (kinda defeated its purpose)
 * "blind" statuseffect also lowers armor

Noteworthy bug fixes:

 * some skilltrees upgrades didn't work
 * lightningstorm "destroyed" all enemies
 * "blinded" status effect permanently reduce speed by 2
 * antidote and draineffects didn't work as intended
 * speeding up combatanimations actually slowed them down a bit
 * "copy" skill didn't correctly apply genetic traits
 * many smaller + visual fixes

Saves from 0.9.9.0+ (maybe earlier) should be compatible. (small problems with duplicate skills)
 * }

{| class="article-table mw-collapsible mw-collapsed" id="0991" ! V0.9.9.1 Bugfixes

Fixed:

 * kingsquest hostility was wrong (starting at 0, which also made rewards 0)
 * Sauna/pool upgrades only reduced exh. by 2 instead of 3 (what the description said)
 * Speeding up combatanimations didn't work
 * Characters sometimes got duplicated when fleeing after they got injured
 * Some wrong names in some events for evo
 * Stinger wasn't flying
 * Some bugs with seeded rng. (bonus- traits/professions were not changed + probably some other problems)
 * Ignite dealt dmg based on own burn duration

Changed:

 * Reduced portal-hostility scaling for non-hardmode games
 * Increased range of portal hostility
 * Some negative traits in the skilltree are less extreme
 * Ignite costs 0ap and ignores armor, but 1 mana more
 * Flying units and characters with swimmer trait can enter deepwater
 * }

{| class="article-table mw-collapsible mw-collapsed" id="0990" ! V0.9.9.0 Changelog

Characters:

 * 3 new unique characters
 * 2 new rare biomes
 * 9 new species
 * New skills etc.
 * Every element has a "net" creature now (first evolution but can't evolve further)
 * Updated art +bodypart sizes: Eaglegirl,Unicorn,LavaLizard

NewGame+:

 * After beating the game you can carry over 5 characters + equipped items into a new game
 * Has to happen the same day as you came back from the final mission (button at home)
 * Enemies will get a buff that increases their stats (The buffs values increase randomly and endlessly every new game)
 * Limits for maxlevel/genes/hostility etc. increase
 * You'll get some worldmodifiers applied to the world (similar to dificulty mods)
 * Failed achievement become available again
 * New cheat "newgameplus" to enable the option at any point

Other:

 * Some choices during story events
 * Variations + ways to influence main rivals.
 * Different endings
 * 10+ new items (mostly commons/rares)(+ updated some mythic item pics). updated some professions' starting item sets
 * 5 new achievements + unlockable traits
 * 6 new world modifiers
 * Some new events
 * New basic starting profession: Merchant (Simple for beginner. when you only want to make money through portals/loot)
 * Shadowform counts as temporary effect for cleanse etc.
 * Spirits change size relative to their original size. (wild spirits can start at different sizes)
 * Speeding up enemy turns also affects seduction pics etc. (Rightclick now also speeds up)
 * The non chosen maincharacters get an element you didnt choose and have some of those species in combat
 * Submitting characters for the library gives bonus progress based on their level
 * Some more combatsex animations/pics + added them to basic sextraining if available
 * Small bonuses to some random professions/traits in character creation to encourage using others
 * Some additions to old professions
 * Small plantgirl minigame

QoL:

 * Can filter shown items in stash by rarity/type
 * Can scroll through pages of characters at home, instead of combination of scrolling + page changes
 * Farm window doesn't automatically open when you press "F", as there are now also other things at the farm
 * Can also move with keyboard in unstable worlds (jumping 2 tiles)
 * Can double click species in character creation to select the base species

Balancing:

 * Less max amount of enemies
 * Total gene values scale slower with portal hostility (affects all encounters)
 * Buffed a lot of higher rarity items
 * Difficulty of battles against the rivals are more in line with the random encounters
 * Power of rivals mostly affects enemy types (spirit/seedling ranks, special summons etc.) + rival, instead of only enemy amount + levels
 * plantgirls have spawn vine as guaranteed skill, switched with healingflower
 * Most insectgirls have higher magicstrength to make their extractmana skill useful
 * Increased base amount of stabilized portals you can have
 * Most story portals now allow Large characters

Noteworthy bugfixes:

 * Spirits never changed size during evolutions, making mounts kinda pointless.
 * Maincharacter lost items after losing party-only training battles
 * On no-injury difficulty, destroyed characters always got exp, even when fleeing
 * insectclone ability was bugged
 * Wrong foodusage shown for non humanoids (always same as mc)
 * Some skillTree nodes didn't do anything
 * Some creation buffs from skilltree didn't work correctly
 * Token characters(tentacles etc.) didn't get any genes/traits as enemies
 * swampslime's absorb set all genes to min 10 if others were higher
 * Creations power scaled on evos power for some things
 * quickloading a game after a random/test battle, reset the maincharacter
 * Net skill wasn't based on magicstrength (like the description said.)
 * With the unlimited modifier, you could increase eggs stats infinitely with no stability penalty
 * Healing orb artifact behaved really weirdly (did no one ever use this?)

Only unlockables.sav is compatible
 * }

{| class="article-table mw-collapsible mw-collapsed" id="0981" ! V0.9.8.1 Bugfixes

Bugs fixed:

 * massSeduction skill had the wrong type
 * Some skills obtained later for crea/druid couldn't be (re)selected (or for summons instead)
 * Enemy preferences were shown in tooltip, defeating the point in revealing them
 * Changing cock interest in any way would set it to the characters pussy interest before
 * Evo: exp didnt reset to 0 each level (every level took 10 exp only)
 * Evo: LRes is not affected by level bonus anymore
 * Basic insect abdomen part had the shadow manadrain instead of basic extractMana skill
 * Seduce triggers applied before animation/pic ended (also caused softlock when seducing with lifesteal kills a character)
 * Passives for hybrid species couldn't be unselected
 * Training battles didnt have fitting difficulty and started too strong
 * }

{| class="article-table mw-collapsible mw-collapsed" id="0980" ! V0.9.8.0 Changelog

SkillTree/"C"-menu: (druid unaffected)

 * Upgrades are now in a grid with various paths
 * Side branches can require points from other species
 * More impactful/varied upgrades
 * More differences between evo and crea
 * More versatile upgrades/not species specific
 * Only one type of skillpoint per species (only gained through rituals/crystals)
 * specialforms/summons are nodes in the tree. Summon/transform exhaustion cost for those is halved
 * Size choices are always available and affect the summon/transform cost
 * Can get all genes 10 for summons/ +10 for evos own genes
 * Can transform into/create any species(except bosses/uniques)

Evo:
 * Starting gene selection means how far you can get own genes above 10
 * Special bodyparts + core (changed base stats) for chimera form for each species
 * Chimera form window now also shows actual stats (affected by upgrades/level)
 * Can select genetic species for special forms.(instead of special/special)

Crea:
 * No way to increase own genes
 * Created characters are more similar to other characters and don't get flat stat increases

Combat:

 * Small closeup pictures/slideshows for lewd actions, based on bodyparts (can be turned off)
 * Trying to tie combat and lewd stuff together a bit more. Not sure about the pictures thing (ambiguous color vs fixed, etc.) and didnt want to commit much time to it before getting some feedback, so there are just a few, so a lot of interactions don't have fitting pictures yet.
 * Can select seduction type (ass,pussy,tits,cock) affected by different things.
 * Pussy/cock based seduction changes targets interest based on seducers attractiveness
 * Seducing has a crit(ldmg*2)/fail(ldmg=1) chance based on the preferences of the target.
 * (only the preferences/stats shown in the quicktooltip matter)
 * Recruitment chance is slightly increased for each known preference
 * Enemy preferences will be revealed as you perform certain actions.
 * Ai will also act based on what they know about preferences.

Characters:

 * Aila/Sylvie updated art/outfits
 * 5 new spirits with some new skills (4 first evolution + 1 final plant humanoid)

Other:

 * Base spirits and first evolution sometimes spawn in the wild (rare)
 * Removed specialtraits from chosen affinity, as they are now in the skilltrees
 * New seduction triggered passives for succubus characters
 * Some other new skills/passives
 * Lifesteal now drains hp (increases dmg, but doesn't heal on overkill)
 * Photosynthesis trait for plants (don't require food)
 * Evo's percentage based stat changes will be converted into base stats after transforming (are affected by traits/easier to read)
 * Stat bonus for evo levelups are only applied after transforming
 * New modifier for unique starter spirit
 * New modifier to remove (or increase) many limits (enemy/hostility scaling, genes/level etc.)
 * Tit/cock size preferences are more likely to be higher
 * Good score in sextraining changes tit/cock size preferences towards yours
 * Entertainer profession gets *2 bonus on town-npc objectives
 * Onfo about current best ritual level in combat quick tooltip, marked with +/- if its higher
 * Made it more obvious that you can scroll down in character gallery (some may have missed it)
 * Removed fusion from the breeding screen

Balancing (most important changes):

 * When the maincharacter falls in battle, morale is only decreased by 50 instead of set to 0
 * Evo human form has very high LDmg, making it especially useful early on
 * Water starting spirit has a more versatile skill (splash: moves water + deals dmg)
 * removed requirements for watermermaid evolution (always guaranteed to get to stage 3 with any spirit)
 * Can't lose the game due to reputation as prince in free play
 * Crea doesn't start with slimeheal

Only unlockables.sav compatible
 * }