Version History: Difference between revisions

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portalsofphereon>Kozd
(new game version)
portalsofphereon>Kozd
m (new version)
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! Versions
! Versions
! Date
! Date
|-
| [[#012001|V0.13.0.1 Bugfixes]]
| 27/07/2020
|-
|-
| [[#013000|V0.13.0.0 Changelog]]
| [[#013000|V0.13.0.0 Changelog]]
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| [[#0980|V0.9.8.0 Changelog]]
| [[#0980|V0.9.8.0 Changelog]]
| 08/12/2019
| 08/12/2019
|}

{| 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
|}
|}


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* can choose for starters, otherwise spawn randomly
* can choose for starters, otherwise spawn randomly
* can see variations in gallery. can also toggle clothing in gallery
* can see variations in gallery. can also toggle clothing in gallery





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* Hatchery has multiple rooms which can be set to different types/build upgrades etc.
* 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.
* Any character can be assigned as a hatcher in a room, increasing egg growth at cost of exhaustion.





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* Each character has milk/semen("energy") storage/regen based on species/some traits (lower numbers like 5(+2/day) etc.)
* 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
* bonus milk capacity based on titsize
* Each harvest gets that amount of crafting materials (semen type based on eggtype. Milk is just one resource).
* 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
* Collecting can be done from charactermenu as well
* During camping any character can use stored milk as free temporary food
* During camping any character can use stored milk as free temporary food
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* Energy as a resource in combat
* 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
* 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
* 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)
* 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.
* Whenever a character loses energy but doesn't have any, they become weakened for the remaining battle.
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* 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.
* 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".
* Enemies at 100% lust or enticed will fuck nearby player characters, if they are at 50%+ or "presenting".





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* Collect energy when fucked instead of losing it. (converting it into their type)
* Collect energy when fucked instead of losing it. (converting it into their type)
* can instantly produce eggs using energy (effectively breed with self)
* can instantly produce eggs using energy (effectively breed with self)





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* new fishes as materials. possible fishes change based on fishing-spot/biome/weather
* new fishes as materials. possible fishes change based on fishing-spot/biome/weather
* many new items
* many new items





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





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* you now get the profession specific starting items in quickruns
* 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
* tamer profession increases stat growth of creatures, instead of a one-time bonus when caught





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* starters had wrong genetic lvType
* starters had wrong genetic lvType
* could camp in unstable worlds with the hotkey
* could camp in unstable worlds with the hotkey





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* a unique event wasn't unique
* a unique event wasn't unique
* ForestSatyr didn't unlock in gallery
* ForestSatyr didn't unlock in gallery





==== Added: ====
==== Added: ====
* each quickrun starts with an S-rank quest in the tavern.
* each quickrun starts with an S-rank quest in the tavern.
* also added a new loadingscreen pic
* also added a new loadingscreen pic
|}
|}
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* Spirits integrated more. (more enemy variance etc.)
* Spirits integrated more. (more enemy variance etc.)
* Farm/fusion work more together.
* Farm/fusion work more together.





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* new world types with more restricted movement (caves etc.)
* new world types with more restricted movement (caves etc.)
* special consumables + unlockable farmpotions for special world types
* special consumables + unlockable farmpotions for special world types





==== Characters/Creatures: ====
==== Characters/Creatures: ====
* 2 new elements (total 10 new species) some previously existing creatures moved into the evolution lines<br> - Light: combo based magic/support species<br> - 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
- 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)
* 11 new unique characters (mostly missing unique combat sprites, but many aren't really battle characters)





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* shadowform increases speed more and only costs upkeep outside of shadow. no longer increases armor
* 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
* requirements of being in shadowform often replaced with being on a shadow tile





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* can use instantbreed without pairing (can still pair afterwards and keep progress)
* can use instantbreed without pairing (can still pair afterwards and keep progress)
* can toggle between creature/humanoid (can breed same species creatures)
* can toggle between creature/humanoid (can breed same species creatures)
* some new farm items unlocked through explorations/events.
* some new farm items unlocked through explorations/events.
* descriptions now adapted to alchemists bonus.
* descriptions now adapted to alchemists bonus.
* fertility/virility potions increase by a flat amount of 30 instead of +50%
* 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
* eggs/day capped at 3 per pair. removed doubled crystal gain for farmer. eggs spoil quicker





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* more modifiers/starting traits
* more modifiers/starting traits
* generally higher chances for more interesting/rare things
* generally higher chances for more interesting/rare things





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* unranked arena battles can have combat modifiers
* unranked arena battles can have combat modifiers
* Rivals can have any element, not just the basic 3
* Rivals can have any element, not just the basic 3
* Corruption now sets the maxlevel to the characters current level.<br>those species are stronger now (might be weird with summoning/fusing)
* 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
* Castalia sells potions once you unlocked the reward thresholds
* new genetic traits (mostly start/end of combat effect)
* new genetic traits (mostly start/end of combat effect)
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* genes have less impact on stats (10 = doubled stats, prev *2.5 - *3)
* 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
* slime type characters are stronger, but corrupt sets their maxlevel to current level





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* sleeping multiple times the same day resulted in same events
* sleeping multiple times the same day resulted in same events
* crafting draining bow required wrong resource
* crafting draining bow required wrong resource





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|
|
==== Seeded runs: ====
==== Seeded runs: ====
* Can play quickruns based on a seed, affecting starting traits/element/characters/profession etc.<br>(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.
(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
* some settings are the same for all quickruns
* shorter (15 days) runs with some timing adjustments.
* shorter (15 days) runs with some timing adjustments.





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* producer only gives 50% bonus instead of 100% (bonus is applied every generation in addition to increased value.)
* 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
* more things are based on a seed





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* 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
* 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)
* zookeeper gave all characters exp each day (instead of creatures only)





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* 2 new creatures
* 2 new creatures
* 2 unique characters
* 2 unique characters





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





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* highlighted places that require attention (eggs hatchable, special portals etc.)
* highlighted places that require attention (eggs hatchable, special portals etc.)
* new location with some special items
* new location with some special items





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* can accept/keep track of a few quests. (can't remove quests or reputation loss?)
* can accept/keep track of a few quests. (can't remove quests or reputation loss?)
* new journal tab for quests
* new journal tab for quests





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* Can select genes to 100% take the gene from this character instead
* Can select genes to 100% take the gene from this character instead
* More selections = higher crystal cost. (free up to a point)
* More selections = higher crystal cost. (free up to a point)





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





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





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* Descriptions change a bit to show relevant info based on sorting type In charactermanager, you can lock selection to current group easier
* 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)
* 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: ====
==== Other: ====
* some new events, traits, skills, items etc.
* some new events, traits, skills, items etc.





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* strong healing pots didn't work when used from inventory
* strong healing pots didn't work when used from inventory
* aquatic trait was often missing
* aquatic trait was often missing





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* Removed random encounters
* Removed random encounters
* Enemies move on the Overworld
* Enemies move on the Overworld
* Finer strength evaluation of teams. (based on size, species, genes etc.)<br>(Actual encounter difficulty is mostly the same as before)
* 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
* Exp-gain is equal to the enemy strength
* Enemies on the map are represented by their strongest party member?
* Enemies on the map are represented by their strongest party member?
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* Winning team will gain losers items. (capped based on partycount, rest will drop on the ground)
* 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)
* Enemies have their items equipped (won't use active abilities/consumables)





* Resources lost when fleeing will be dropped on the enemy tile
* 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.)
* Same enemies will stay after you flee. (can flee and come back to recruit/ for revenge etc.)





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* Removed movement-stances
* Removed movement-stances
* Click on self ("s") to have a short rest (enemies will move)
* 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)
* Enemies will flee from stronger parties and try to follow weaker ones (including player)
* Stealth affects range and chance of enemies noticing you
* Stealth affects range and chance of enemies noticing you





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





==== Characters/Species: ====
==== Characters/Species: ====
* 5 new tundra based species (in form of a new spirit. Unlockable as starting element)
* 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)
* 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
* Changed the seedling monster form to fit more to evolving into a dragon
* 2 new unique characters
* 2 new unique characters
* Species/characters have growth modifier for each stat (characters don't lose specialisation at higher levels)
* 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%)
* Generally lowered stat growth/levels are less important. Lv-type is less extreme - easier to inherit leveltype (50%)





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* Partyprep inventory acts more like the ow-inventory
* Partyprep inventory acts more like the ow-inventory
* Currently useable consumables are highlighted
* Currently useable consumables are highlighted





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* Party strength now shows roughly estimated power of your team, to compare to 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
* Strength from items doesn't affect resource collecting effectivenes, but you generally get more





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* Basic mermaids start with a create water skill, but less mana
* Basic mermaids start with a create water skill, but less mana
* Mindcontrol works 100% and is cheaper, but only works on weakened characters
* Mindcontrol works 100% and is cheaper, but only works on weakened characters





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* Bloodfairies weren't set to lv 1
* Bloodfairies weren't set to lv 1
* Some wrong evolution lines for spirits
* Some wrong evolution lines for spirits





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unlockables.sav is compatible.<br>Not sure if other saves are technically compatible, but would probably be weird regardless
unlockables.sav is compatible.
Not sure if other saves are technically compatible, but would probably be weird regardless
|}
|}


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|
|
==== Bugs fixed: ====
==== Bugs fixed: ====
* base maxlust didn't start with the correct value
* base maxlust didn't start with the correct value
* tentacle core for evo didnt do anything.
* tentacle core for evo didnt do anything.
* base tentaclegirl had the wrong sprite
* base tentaclegirl had the wrong sprite
* couldnt close inventory with "f"
* couldnt close inventory with "f"
* some wrong event descriptions
* some wrong event descriptions
* there were no restrictions to sending characters to the library when you choose a specific species
* there were no restrictions to sending characters to the library when you choose a specific species
* tentacle species wasn't listed in the library
* tentacle species wasn't listed in the library
* poisonflight didn't poison the user
* poisonflight didn't poison the user
* poisonskin and poison had the same name (couldn't have both in some cases)
* 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
* 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
* 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)
* "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.
* in sextraining, focus-priority of 0 on mc-bodypart didn't apply correctly.







==== Changed: ====
==== Changed: ====
* heatresistant trait also makes user immune to burn. also unlockable as starting trait
* heatresistant trait also makes user immune to burn. also unlockable as starting trait
* 2 new legendary traits.
* 2 new legendary traits.
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|}
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* basespecies + hybrids.
* basespecies + hybrids.
* mostly combo based species, working together with the different hybrids.
* mostly combo based species, working together with the different hybrids.
* not accessible as starters. Mostly unique to creation.<br>can be recruited as other characters.
* not accessible as starters. Mostly unique to creation.
can be recruited as other characters.
* creation enemy encounters now often use those species
* creation enemy encounters now often use those species
* Creation-mc can replace a species gene with the new one, creating a new character
* Creation-mc can replace a species gene with the new one, creating a new character
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==== New player experience: ====
==== New player experience: ====
* info-popups for doing things the first time etc.
* info-popups for doing things the first time etc.
* can ask npcs more. Npcs are always at their main-location for the first day
* can ask npcs more. Npcs are always at their main-location for the first day
* some small, easier achievements to unlock stuff.
* some small, easier achievements to unlock stuff.







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







==== Other stuff:: ====
==== Other stuff:: ====
* some new events
* some new events
* starters can increase their max level at the cost of exhaustion
* starters can increase their max level at the cost of exhaustion
* a new creature
* a new creature
* "slime" trait increases speed on slime. characters can still have normal movement types
* "slime" trait increases speed on slime. characters can still have normal movement types
* starting progress towards statgains is based on genes instead of 0.<br>(previously the first levels nothing happened, because most things don't progress 100%/lv)
* 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: ====
==== Balance: ====
* halved spenttime-action time
* halved spenttime-action time
* Tundra movementcosts lowered
* Tundra movementcosts lowered
* battlerank brothel modifier increased
* battlerank brothel modifier increased
* Camping durations halved. Only training was scaled to fit, other things have doubled efficency
* Camping durations halved. Only training was scaled to fit, other things have doubled efficency
* Guarding effectiveness while camping doubled
* Guarding effectiveness while camping doubled
* Bloodline characters can't be fused (kinda defeated its purpose)
* Bloodline characters can't be fused (kinda defeated its purpose)
* "blind" statuseffect also lowers armor
* "blind" statuseffect also lowers armor







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





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* some bugs with seeded rng. (bonus- traits/professions were not changed + probably some other problems)
* some bugs with seeded rng. (bonus- traits/professions were not changed + probably some other problems)
* ignite dealt dmg based on own burn duration
* ignite dealt dmg based on own burn duration





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* Every element has a "net" creature now (first evolution but can't evolve further)
* Every element has a "net" creature now (first evolution but can't evolve further)
* updated art +bodypart sizes: Eaglegirl,Unicorn,LavaLizard
* updated art +bodypart sizes: Eaglegirl,Unicorn,LavaLizard





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* failed achievement become available again
* failed achievement become available again
* new cheat "newgameplus" to enable the option at any point
* new cheat "newgameplus" to enable the option at any point





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* some additions to old professions
* some additions to old professions
* small plantgirl minigame
* small plantgirl minigame





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* can also move with keyboard in unstable worlds (jumping 2 tiles)
* can also move with keyboard in unstable worlds (jumping 2 tiles)
* can double click species in character creation to select the base species
* can double click species in character creation to select the base species





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* increased base amount of stabilised portals you can have
* increased base amount of stabilised portals you can have
* Most story portals now allow Large characters
* Most story portals now allow Large characters





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* with the unlimited modifier, you could increase eggs stats infinitely with no stability penalty
* 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?)
* healing orb artifact behaved really weirdly (did no one ever use this?)





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* Evo: LRes is not affected by level bonus anymore
* Evo: LRes is not affected by level bonus anymore
* basic insect abdomen part had the shadow manadrain instead of basic extractMana skill
* basic insect abdomen part had the shadow manadrain instead of basic extractMana skill
* seduce triggers applied before animation/pic ended<br>(also caused softlock when seducing with lifesteal kills a character)
* 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
* passives for hybrid species couldn't be unselected
* training battles didnt have fitting difficulty and started too strong
* training battles didnt have fitting difficulty and started too strong
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* can transform into/create any species(except bosses/uniques)
* can transform into/create any species(except bosses/uniques)



<nowiki> </nowiki>'''Evo:'''
'''Evo:'''
* starting gene selection means how far you can get own genes above 10
* 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
* special bodyparts + core (changed base stats) for chimera form for each species
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* can select genetic species for special forms.(instead of special/special)
* can select genetic species for special forms.(instead of special/special)



<nowiki> </nowiki>'''Crea:'''
'''Crea:'''
* no way to increase own genes
* no way to increase own genes
* created characters are more similar to other characters and don't get flat stat increases
* created characters are more similar to other characters and don't get flat stat increases





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==== Combat: ====
==== Combat: ====
* small closeup pictures/slideshows for lewd actions, based on bodyparts (can be turned off)
* 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.<br>Not sure about the pictures thing (ambiguous color vs fixed, etc.)<br>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.
* 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.
* can select seduction type (ass,pussy,tits,cock) affected by different things.
* pussy/cock based seduction changes targets interest based on seducers attractiveness
* pussy/cock based seduction changes targets interest based on seducers attractiveness
Line 738: Line 854:
* enemy preferences will be revealed as you perform certain actions.
* enemy preferences will be revealed as you perform certain actions.
* Ai will also act based on what they know about preferences.
* Ai will also act based on what they know about preferences.





Line 744: Line 861:
* Aila/Sylvie updated art/outfits
* Aila/Sylvie updated art/outfits
* 5 new spirits with some new skills (4 first evolution + 1 final plant humanoid)
* 5 new spirits with some new skills (4 first evolution + 1 final plant humanoid)





Line 754: Line 872:
* lifesteal now drains hp (increases dmg, but doesn't heal on overkill)
* lifesteal now drains hp (increases dmg, but doesn't heal on overkill)
* photosynthesis trait for plants (don't require food)
* photosynthesis trait for plants (don't require food)
* Evo's percentage based stat changes will be converted into base stats after transforming<br>(are affected by traits/easier to read)
* 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
* Stat bonus for evo levelups are only applied after transforming
* new modifier for unique starter spirit
* new modifier for unique starter spirit
Line 764: Line 883:
* made it more obvious that you can scroll down in character gallery (some may have missed it)
* made it more obvious that you can scroll down in character gallery (some may have missed it)
* removed fusion from the breeding screen
* removed fusion from the breeding screen





Line 770: Line 890:
* when the maincharacter falls in battle, morale is only decreased by 50 instead of set to 0
* 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
* Evo human form has very high LDmg, making it especially useful early on
* water starting spirit has a more versatile skill<br>(splash: moves water + deals dmg)
* water starting spirit has a more versatile skill
(splash: moves water + deals dmg)
* removed requirements for watermermaid evolution<br>(always guaranteed to get to stage 3 with any spirit)
* 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
* can't lose the game due to reputation as prince in free play
* crea doesn't start with slimeheal
* crea doesn't start with slimeheal






Revision as of 21:49, 24 July 2020

Versions Date
V0.13.0.1 Bugfixes 27/07/2020
V0.13.0.0 Changelog 16/07/2020
V0.12.0.1 Bugfixes 28/04/2020
V0.12.0.0 Changelog 26/04/2020
V0.11.1.0 Changelog 03/03/2020
V0.11.0.1 Bugfixes 02/20/2020
V0.11.0.0 Changelog 02/16/2020
V0.10.0.1 Bugfixes 12/28/2019
V0.10.0.0 Changelog 12/26/2019
V0.9.10.1 Bugfixes 11/16/2019
V0.9.10.0 Changelog 11/13/2019
V0.9.9.1 Bugfixes 09/30/2019
V0.9.9.0 Changelog 09/28/2019
V0.9.8.1 Bugfixes 08/13/2019
V0.9.8.0 Changelog 08/12/2019
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
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)

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
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

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)

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.).
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)

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
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 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

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.
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 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)

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
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

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
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
  • 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):

  • 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