Version History

{| 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 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:
(Total exp earned is higher the more characters are in reserve)
 * 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.
 * 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:
consists of various things like resources/best characters/completed quests etc.
 * Can check a score value for your current run (button from map)
 * 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:
(e.g fire dmg always increases burn by 1, deals less dmg against enemies in water etc.)
 * 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)
 * 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 loccation 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
 * equalising 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:
- Light: combo based magic/support species - Shadow: terrain based team species, introducing shadow tiles in combat
 * 2 new elements (total 10 new species) some previously existing creatures moved into the evolution lines
 * 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:
those species are stronger now (might be weird with summoning/fusing)
 * 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.
 * 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:
(Unlocked traits etc. don't matter. Can still do achievements in quickruns to unlock stuff for normal runs)
 * Can play quickruns based on a seed, affecting starting traits/element/characters/profession etc.
 * 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
 * quickacces 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 modfied 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:
(Actual encounter difficulty is mostly the same as before)
 * Removed random encounters
 * Enemies move on the Overworld
 * Finer strength evaluation of teams. (based on size, species, genes etc.)
 * 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:
lava burns, water weakens, snow/ice slow
 * Snow/ice tiles exist in battle
 * Some tiles have effects that trigger at the start and end of each turn:

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 specialisation 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 effectivenes, 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 didnt do anything.
 * base tentaclegirl had the wrong sprite
 * couldnt 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:
can be recruited as other characters.
 * basespecies + hybrids.
 * mostly combo based species, working together with the different hybrids.
 * not accessible as starters. Mostly unique to creation.
 * 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::
(previously the first levels nothing happened, because most things don't progress 100%/lv)
 * 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.

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 efficency
 * 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 didnt 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 didnt 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 stabilised 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 didnt do anything
 * some creation buffs from skilltree didn't work correctly
 * token characters(tentacles etc.) didnt 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:
(also caused softlock when seducing with lifesteal kills a character)
 * 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
 * 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:
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.
 * 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.
 * 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:
(are affected by traits/easier to read)
 * 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
 * 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
 * info 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):
(splash: moves water + deals dmg) (always guaranteed to get to stage 3 with any spirit)
 * 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
 * removed requirements for watermermaid evolution
 * can't lose the game due to reputation as prince in free play
 * crea doesn't start with slimeheal

Only unlockables.sav compatible
 * }