Version History: Difference between revisions

From Portals of Phereon Wiki
Content added Content deleted
(V0.15.0.0 Release)
(grammar & formatting fixes.)
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==== Characters/Content: ====
==== Characters/Content: ====
* added new story path/alternate ending
* Added new story path/alternate ending
* 9 new species. 6 new uniques.
* 9 new species. 6 new uniques.
* new achievements/professions/traits
* New achievements/professions/traits
* new events/scenes etc.
* New events/scenes etc.


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


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


==== Quick character management: ====
==== Quick character management: ====
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* Can easily move them around between places/activities
* Can easily move them around between places/activities
* Toggles for relevant information
* Toggles for relevant information
* quick access to all character locations
* Quick access to all character locations


==== Freeplay: ====
==== Freeplay: ====
* Changed freeplay to remove most time based scaling.
* Changed freeplay to remove most time based scaling.
* No time pressure for anything. Difficulty is mostly player controlled.
* No time pressure for anything. Difficulty is mostly player controlled.
* 80%+ completing a portal raises the worldlevel to that portals hostility
* 80%+ completing a portal raises the worldlevel to that portals hostility
* Worldlevels work similar to ng+, raising difficulty and level caps.
* Worldlevels work similar to ng+, raising difficulty and level caps.
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==== QoL: ====
==== QoL: ====
* added quickstart setting, allowing you to skip intro events (simulate default selections)
* Added quickstart setting, allowing you to skip intro events (simulate default selections)
* In party prep: can click on empty item slots to filter inventory to that type
* In party prep: can click on empty item slots to filter inventory to that type
* In inventory can click avatar to select next. Removed the small character tooltips from inventory
* In inventory can click avatar to select next. Removed the small character tooltips from inventory.
* In battle, can hold middle mouse on a character to show tooltip
* In battle, can hold middle mouse on a character to show tooltip
* enemies with gifted or special trait will have a star in name. Enemies with death triggered passives are also marked
* Enemies with gifted or special trait will have a star in name. Enemies with death triggered passives are also marked.
* Sell-toggles for party-prep/crafting window. Generally shouldn't need keyboard for most things now.
* Sell-toggles for party-prep/crafting window. Generally shouldn't need keyboard for most things now.


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


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


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



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



(v0.14.0.0 saves should be compatible)
(v0.14.0.0 saves should be compatible)
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With this update I wanted to focus on making the game play nicer. Simplify/remove some stuff + many QoL changes.
With this update I wanted to focus on making the game play nicer. Simplify/remove some stuff + many QoL changes.<br>
Not a lot of new content in terms of events/characters etc.
Not a lot of new content in terms of events/characters etc.<br>
Didn't really find a way I wanted to change dating so i left it untouched for now.
Didn't really find a way I wanted to change dating so i left it untouched for now. <br>
Spend more time on the succubus game than expected.
Spend more time on the succubus game than expected.<br>
Future updates should be quicker again (I'll probably try at least monthly)
Future updates should be quicker again (I'll probably try at least monthly)



==== Exhaustion/Expeditions: ====
==== Exhaustion/Expeditions: ====
* changed exhaustion to stamina (was always weird to have a resouce where high numbers were bad)
* Changed exhaustion to stamina (was always weird to have a resource where high numbers were bad)
* Base max stamina is now 200
* Base max stamina is now 200
* Each step on the overworld costs one stamina (unless on road/slime as crea), battles cost 2.
* Each step on the overworld costs one stamina (unless on road/slime as crea), battles cost 2.
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* Some powerful/or 0ap skills also have a stamina cost (usually lowered mana or ap cost)
* Some powerful/or 0ap skills also have a stamina cost (usually lowered mana or ap cost)
* Enemies start with random amount of stamina
* Enemies start with random amount of stamina



==== Reserve characters: ====
==== Reserve characters: ====
* Can have up to 4 reserve characters in party. (can switch states at any time)
* 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.
* 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.
* Reserve characters don't start in battle/don't lose stamina and gain 50% exp the other characters earned.<br><!--
(Total exp earned is higher the more characters are in reserve)
-->(Total exp earned is higher the more characters are in reserve)
* If another ally leaves the battlefield (injures/flees...), you can call in a reserve character
* If another ally leaves the battlefield (injures/flees...), you can call in a reserve character
* Fully exhausted/injured characters can't be called in
* Fully exhausted/injured characters can't be called in
* Most events can now trigger even with a full party
* Most events can now trigger even with a full party



==== Characters: ====
==== Characters: ====
* Reworked some character art + added alt art
* Reworked some character art + added alt art
* Reworked crea art (added clothing etc.) + new skilltree nodes affecting stats/visuals
* Reworked crea art (added clothing etc.) + new skilltree nodes affecting stats/visuals
* enemy crea also gets new passives etc as corruption increases
* 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)
* Some new abilities/passives. (including passives that change terrain on combat start for special terrain teams)
* Different looking versions for most basic spirits
* Different looking versions for most basic spirits
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* 1 new spirit
* 1 new spirit
* 1 new unique
* 1 new unique
* fire dragons integrated in fire spirits
* Fire dragons integrated in fire spirits



==== Score: ====
==== Score: ====
* Can check a score value for your current run (button from map)
* Can check a score value for your current run (button from map)<br><!--
consists of various things like resources/best characters/completed quests etc.
-->consists of various things like resources/best characters/completed quests etc.
* Total score at time of completion will be set. (can still change flexible value)
* Total score at time of completion will be set. (can still change flexible value)



==== AI rework: ====
==== AI rework: ====
* All skills can be used by ai (including explosion etc. for now?)
* All skills can be used by ai (including explosion etc. for now?)
* Generally better and can actively do everything (including defend/disengage etc.)
* 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
* 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)
* Values assigned to skills/attacks etc. and compared based on situation (previously just binary condition whether to use a skill or not)
* Considers more things (traits/statuseffects/terrain etc.)
* Considers more things (traits/statuseffects/terrain etc.)
* Applies to player ai used as well
* Applies to player ai used as well
* Animation speed selection
* Animation speed selection



==== Atk/Dmg types: ====
==== Atk/Dmg types: ====
* Each species has an attack and damage type (Fire + Cleave etc.)
* Each species has an attack and damage type (Fire + Cleave etc.)
* Including ranged attacks which usually cost 2ap instead of 1
** Including ranged attacks which usually cost 2ap instead of 1
* Shows icon for them in battle (also shows own type)
** Shows icon for them in battle (also shows own type)
* Weapons can overwrite it. (no species should have 2 weapon slots anymore)
** Weapons can overwrite it. (no species should have 2 weapon slots anymore)
* Tile highlights show all affected tiles for multi hit attacks etc.
* 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)
* Elemental dmg with strength/weaknesses and secondary effects. (shortens many skills and removes need for some passives)<br><!--
(e.g fire dmg always increases burn by 1, deals less dmg against enemies in water etc.)
-->(e.g fire dmg always increases burn by 1, deals less dmg against enemies in water etc.)
* On hit effects trigger on all hit enemies (multi hit passives shouldn't exist anymore)
* 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)
* Can drop weapon in combat to revert to base damagetypes (0 ap action)
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* All dmg of certain types will be affected. (shown strength/skill dmg shows updated value)
* All dmg of certain types will be affected. (shown strength/skill dmg shows updated value)
* Maincharacter damagetype is based on starting element
* 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.)
* Skill tooltips show actual values (toggle in settings), colored based on affecting stat (no "mg/2+1" etc.)



==== UI/QoL: ====
==== UI/QoL: ====
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* Evo can freely change alt art for characters (just visual)
* Evo can freely change alt art for characters (just visual)
* Changed item type filter to only show a certain type instead of toggling it
* Changed item type filter to only show a certain type instead of toggling it



==== Other: ====
==== Other: ====
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* Lightpower doesn't require full mana
* Lightpower doesn't require full mana
* Portal hostility on endless increases much slower.
* Portal hostility on endless increases much slower.



==== Noteworthy bugfixes: ====
==== Noteworthy bugfixes: ====
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* "blind" and related things didn't work
* "blind" and related things didn't work


Only unlockables.sav is compatible

only unlockables.sav is compatible
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==== Noteworthy bigfixes: ====
==== Noteworthy bigfixes: ====
* servicing didn't clear lust when target had no energy
* 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.)
* 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
* "enticed" made ai behave weirdly even when no character is presenting
* full restore wasn't useable
* Full restore wasn't useable
* shelldrakes dropped invalid materials
* shelldrakes dropped invalid materials
* could collect infinite mushrooms from one spot
* Could collect infinite mushrooms from one spot
* genetic size/gender for crea summons weren't always accurate
* Genetic size/gender for crea summons weren't always accurate
* some overworld event pics weren't shown
* Some overworld event pics weren't shown
* enemies in new merchant event were all bosses
* Enemies in new merchant event were all bosses
* needed to have more basic resources to craft something (instead of equal+)
* Needed to have more basic resources to craft something (instead of equal+)
* eggs from an event were always lava type
* Eggs from an event were always lava type
* some uniques didn't have the unique trait
* Some uniques didn't have the unique trait
* evo lost lavaimmunity trait after normal transformations
* Evo lost lavaimmunity trait after normal transformations
* enemy evo in special forms showed (wrong) clothing overlay
* Enemy evo in special forms showed (wrong) clothing overlay
* removed automatic milking upgrade as its kinda redundant now
* Removed automatic milking upgrade as its kinda redundant now
* gallery pics for evel didn't unlock
* Gallery pics for evel didn't unlock
* tentacle research event couldn't trigger, as the loccation was inaccessible. (moved to guild)
* Tentacle research event couldn't trigger, as the location was inaccessible. (moved to guild)
* couldn't mindcontrol lustbound characters
* Couldn't mindcontrol lustbound characters
* petite/busty/Wellendowed traits didn't affect energy/milk
* petite/busty/Wellendowed traits didn't affect energy/milk
* sexmaster/god affects recruiting chance now.
* 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)
* 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
* Producer increased production by +2 and *2, instead of just +2
* equalising room upgrade behaved weirdly/opposite
* Equalizing room upgrade behaved weirdly/opposite
* stored eggs were weirdly aligned
* Stored eggs were weirdly aligned
* could have same trait multiple times in tavernquest requirements
* Could have same trait multiple times in tavernquest requirements
* fixed some weird behaviour for quickruns right after doing a random battle
* Fixed some weird behaviour for quickruns right after doing a random battle
* gallery didn't show loot/produced materials for creatures
* Gallery didn't show loot/produced materials for creatures



==== Added: ====
==== Added: ====
* avy's familiar has maxlv 10 now. avy has increased potion uses
* Avy's familiar has maxlv 10 now. avy has increased potion uses.
* manaworms can spawn in the wild now and gained mount trait
* manaworms can spawn in the wild now and gained mount trait
* added some recipes for previously unused materials
* Added some recipes for previously unused materials
* can now get sexmaster/god traits with mc when reaching lv 10/15 in any skill
* 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)
* Devil/angel pacts change stats more (and change base stats)
* added some pics to gallery
* Added some pics to gallery
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==== Alternate art: ====
==== Alternate art: ====
* base species have some variations (mostly different hairstyles/horns etc.)
* Base species have some variations (mostly different hairstyles/horns etc.)
* 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.



==== Egg-rework: ====
==== Egg-rework: ====
* All species have an eggtype
* All species have an eggtype
* different types have certain properties/requirements
* Different types have certain properties/requirements
* eggtype is determined from female part in pairing
* eggtype is determined from female part in pairing
* 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.



==== Milk/Semen rework: ====
==== Milk/Semen rework: ====
* 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
* various changes to traits/consumables to fit.
* Various changes to traits/consumables to fit.



==== Combat/Sex-actions: ====
==== Combat/Sex-actions: ====
* 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)
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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".



==== Insectgirl-rework: ====
==== Insectgirl-rework: ====
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* Usually have very high energy storage, but low regen.
* Usually have very high energy storage, but low regen.
* 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)



==== Crafting/Alchemy: ====
==== Crafting/Alchemy: ====
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* Some collectible herbs etc. are no longer items immediately but can be used in various ways
* Some collectible herbs etc. are no longer items immediately but can be used in various ways
* Special recipes based on maincharacters/elements/professions etc.
* Special recipes based on maincharacters/elements/professions etc.
* 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: ====
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* 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



==== Other: ====
==== Other: ====
* new scenes. new unique character
* New scenes. new unique character.
* new profession + mc trait
* New profession + mc trait
* town npcs have a unique uninheritable special trait or passive
* Town npcs have a unique uninheritable special trait or passive
* succubus have some new skills/passives
* Succubus have some new skills/passives
* 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



==== Noteworthy bigfixes: ====
==== Noteworthy bigfixes: ====
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* Highlighted starting professions didn't give the bonus money
* Highlighted starting professions didn't give the bonus money
* Evolving seedlings didn't update their movementcosts immediately
* Evolving seedlings didn't update their movementcosts immediately
* lost crystals when fusion failed due to exhaustion
* Lost crystals when fusion failed due to exhaustion
* skill combos when fusing were based on left/right character position
* Skill combos when fusing were based on left/right character position
* 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



only unlockables.sav is compatible (teams are probably also not compatible this time)
Only unlockables.sav is compatible (teams are probably also not compatible this time)
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==== Bugs Fixed: ====
==== Bugs Fixed: ====
* magic shadow highlighted wrong tiles
* Magic shadow highlighted wrong tiles
* kingsquest still says you get tp
* kingsquest still says you get tp
* arena fights start with last portal traits
* Arena fights start with last portal traits
* wild holySpirits had a skill that doesn't exist -> caused some problems
* Wild holySpirits had a skill that doesn't exist -> caused some problems
* breedingpotions didn't work correctly
* breedingpotions didn't work correctly
* toxic modifier didn't work
* Toxic modifier didn't work
* castalia objective completions were visually offset by 1
* Castalia objective completions were visually offset by 1
* special portals could generate with impassible terrain/mainbiome
* Special portals could generate with impassible terrain/mainbiome
* starting portals were always the same regardless of seed (portal seed was just its id)
* Starting portals were always the same regardless of seed (portal seed was just its id)
* could tame bosses with nets/magictame
* Could tame bosses with nets/magictame
* requirement for drain bow was still wrong
* Requirement for drain bow was still wrong
* could teleport into rock/void tiles on ow
* Could teleport into rock/void tiles on ow
* raiders trait reduced enemy spawns
* Raiders trait reduced enemy spawns
* could evolve a lightorb into shadowdjinn
* Could evolve a lightorb into shadowdjinn
* some wrong descriptions/skills for evolution
* Some wrong descriptions/skills for evolution
* floating didn't apply stat malus/mount traits
* Floating didn't apply stat malus/mount traits
* seductive starting trait didn't unlock through eggs
* Seductive starting trait didn't unlock through eggs
* 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
|}
|}


Line 469: Line 448:
* Spirits integrated more. (more enemy variance etc.)
* Spirits integrated more. (more enemy variance etc.)
* Farm/fusion work more together.
* Farm/fusion work more together.



==== Portals/Overworld: ====
==== Portals/Overworld: ====
Line 475: Line 453:
* Portals now have a native trait that each character in there has, including some unique ones
* Portals now have a native trait that each character in there has, including some unique ones
* New basic modifiers
* New basic modifiers
* weather effects per portal that can change each day (affecting spirit spawns etc.)
* Weather effects per portal that can change each day (affecting spirit spawns etc.)
* combat modifiers, affecting all battles in a portal
* Combat modifiers, affecting all battles in a portal
* 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
* 2 new elements (total 10 new species) some previously existing creatures moved into the evolution lines
- Light: combo based magic/support species
** Light: combo based magic/support species
- Shadow: terrain based team species, introducing shadow tiles in combat
** 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)



==== Shadow species rework: ====
==== Shadow species rework: ====
* they work together with shadow spirits and share similar skills generally more hp/ less reliance on shadowform.
* They work together with shadow spirits and share similar skills generally more hp/ less reliance on shadowform.
* bonuses in shadow/malus outside
* Bonuses in shadow/malus outside
* 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



==== Farm: ====
==== Farm: ====
* simplified a lot of stuff
* Simplified a lot of stuff
* removed focus, now always similar to previous default settings but better
* Removed focus, now always similar to previous default settings but better
* control shifted more towards using farmpotions
* 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)
* 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
* Removing pairings puts characters back home
* pairings are shown more clearly and separately with quick infos
* Pairings are shown more clearly and separately with quick infos
* separate sortable lists for left/right character. (rightclick can now close as other windows)
* 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 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.



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



==== Other: ====
==== Other: ====
* new events
* New events
* evo art update + outfits
* Evo art update + outfits
* 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.
* Corruption now sets the maxlevel to the characters current level.<br><!--
those species are stronger now (might be weird with summoning/fusing)
-->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)
* new mostly neutral difficulty modifiers
* New mostly neutral difficulty modifiers
* Can now buy potions from castalia once unlocked
* Can now buy potions from Castalia once unlocked
* 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



==== Noteworthy bugfixes: ====
==== Noteworthy bugfixes: ====
* tavern characters didn't correctly scale with rank (always had same total genes)
* 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
* 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)
* 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
* Sleeping multiple times the same day resulted in same events
* crafting draining bow required wrong resource
* Crafting draining bow required wrong resource


Only unlockables.sav is compatible

only unlockables.sav is compatible
|}
|}


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|
|
==== Seeded runs: ====
==== Seeded runs: ====
* Can play quickruns based on a seed, affecting starting traits/element/characters/profession etc.
* 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)
-->(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.



==== Small changes: ====
==== Small changes: ====
* watermermaids now have watertrail onmove
* watermermaids now have watertrail onmove
* detailed descriptions for starting selections can also be seen in journal
* 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.)
* 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



==== Bugs fixed: ====
==== Bugs fixed: ====
* days sometimes didn't fully resolve, causing some other problems
* 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)
* 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
* 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
* During sextraining, bonus for cumming at the same time didn't reset
* quests didn't consider modified stats (strong trait etc.) when submitting characters
* Quests didn't consider modified stats (strong trait etc.) when submitting characters
* when enemies initiated combat, biome was ignored
* When enemies initiated combat, biome was ignored
* IceBeasts didn'T have the mount trait
* IceBeasts didn't have the mount trait
* freeze checked own status rather than target for validity
* 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
* 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)



Testing seeded runs/trying to get some opinions on base settings etc. (haven't added anything else yet)
Testing seeded runs/trying to get some opinions on base settings etc. (haven't added anything else yet)
Line 583: Line 551:
|
|
==== Bugs fixed: ====
==== Bugs fixed: ====
* unstable trait didn't work correctly
* Unstable trait didn't work correctly
* quests sometimes didn't check for species
* Quests sometimes didn't check for species
* gender for fusion was random
* Gender for fusion was random
* unique cowgirl event could trigger multiple times
* Unique cowgirl event could trigger multiple times
* stable trait added its effect for each evolution
* Stable trait added its effect for each evolution
* some rockspirits didn't have the spirit trait (couldn't evolve etc.)
* 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)
* 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)
* 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.
* 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
* Slime-poison cost more than shown. also increased it's radius by 1
* some ai problems (mostly bulb skills)
* Some ai problems (mostly bulb skills)
* tavern points starting trait was useless. now lets you start at higher tavern rank
* Tavern points starting trait was useless. now lets you start at higher tavern rank
* only the first 4 traits showed in fusion window
* Only the first 4 traits showed in fusion window
* Lumira didn't have the aquatic trait
* Lumira didn't have the aquatic trait
* some quests skillrequirements didn't fit with required gender
* Some quests skillrequirements didn't fit with required gender
* some evolution paths had wrong skills/tooltips
* Some evolution paths had wrong skills/tooltips
* special trader events could overlap (same trader multiple times)
* Special trader events could overlap (same trader multiple times)
* genetic gender of starters didn't align with actual gender
* Genetic gender of starters didn't align with actual gender
* ai turns shouldn't take the same time if they don't do anything
* ai turns shouldn't take the same time if they don't do anything
* fleeing into another encounter was bugged
* Fleeing into another encounter was bugged
* naturally spawning relays didn't do anything.
* Naturally spawning relays didn't do anything.
* home portal was listed twice in teleport menu.
* Home portal was listed twice in teleport menu.
* only basestats were checked for tavern jobs (ignoring traits like strong etc.).
* Only basestats were checked for tavern jobs (ignoring traits like strong etc.).
|}
|}


Line 613: Line 581:
|
|
==== Species: ====
==== Species: ====
* new spirit (5 species)
* New spirit (5 species)
* 1 new special hybrid
* 1 new special hybrid
* 2 new creatures
* 2 new creatures
* 2 unique characters
* 2 unique characters



==== Difficulty settings: ====
==== Difficulty settings: ====
* 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



==== Town: ====
==== Town: ====
* Map for quick overview of the town
* Map for quick overview of the town
* quickacces to locations/certain things
* Quickaccess to locations/certain things
* useful tooltips/infos for locations in one place
* Useful tooltips/infos for locations in one place
* 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



==== Tavern: ====
==== Tavern: ====
* removed tavernpoints
* Removed tavernpoints
* quests are ranked
* Quests are ranked
* you now also have a quest ranking, that affects difficulty/rewards of quests
* You now also have a quest ranking, that affects difficulty/rewards of quests
* higher rank also allows you to hire stronger characters for money
* Higher rank also allows you to hire stronger characters for money
* more varied quests/rewards
* More varied quests/rewards
* 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



==== Fusion: ====
==== Fusion: ====
* more control over fusion results at cost of crystals
* More control over fusion results at cost of crystals
* You can select half of each characters traits (+1)
* You can select half of each characters traits (+1)
* By default all other things will be the average
* By default all other things will be the average
* 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)



==== Arena: ====
==== Arena: ====
* 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



==== Difficulty settings: ====
==== Difficulty settings: ====
* 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)



==== QoL: ====
==== QoL: ====
Line 664: Line 625:
* Can sort characters ascending/descending if you click again
* Can sort characters ascending/descending if you click again
* Can sort while selecting characters.
* 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
* Descriptions change a bit to show relevant info based on sorting type<br><!--
-->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

* Modified stats only show in tooltip if they are different
* Journal color changed to make reused text more readable (as most other text backgrounds are dark)


==== Other: ====
==== Other: ====
* some new events, traits, skills, items etc.
* Some new events, traits, skills, items etc.



==== Bugs fixed: ====
==== Bugs fixed: ====
* evolving characters didn't update their statgrowth, making all seedlings/spirits kinda useless
* Evolving characters didn't update their statgrowth, making all seedlings/spirits kinda useless
* evo unequipped items after transforming in chimera form
* Evo unequipped items after transforming in chimera form
* chimera form didn't update some stats + percentages were ignored
* Chimera form didn't update some stats + percentages were ignored
* couldn't re-hire town npcs after recalling home
* Couldn't re-hire town npcs after recalling home
* size of captured spirits was set to medium after reshaping
* Size of captured spirits was set to medium after reshaping
* 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



unlockables.sav is compatible (not sure about normal saves)
unlockables.sav is compatible (not sure about normal saves)
Line 707: Line 668:
* 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.)
* Finer strength evaluation of teams. (based on size, species, genes etc.)<br><!--
(Actual encounter difficulty is mostly the same as before)
-->(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?
Line 722: Line 683:
* 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:
* Some tiles have effects that trigger at the start and end of each turn:<br><!--
lava burns, water weakens, snow/ice slow
-->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<br><!--
-->(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 specialization 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%)



==== QoL: ====
==== QoL: ====
Line 745: Line 704:
* 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



==== Other: ====
==== Other: ====
Line 753: Line 711:
* Sped up some animations (lv-up, fucking non-enemies...)
* Sped up some animations (lv-up, fucking non-enemies...)
* 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 effectiveness, but you generally get more



==== Balancing: ====
==== Balancing: ====
Line 761: Line 718:
* 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



==== Noteworthy bugfixes: ====
==== Noteworthy bugfixes: ====
Line 771: Line 727:
* Some wrong evolution lines for spirits
* Some wrong evolution lines for spirits


Generally a lot of experimental changes that require some feedback.<br>

unlockables.sav is compatible.<br><br>
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
Not sure if other saves are technically compatible, but would probably be weird regardless
|}
|}
Line 783: Line 737:
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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 didn't do anything.
* base tentaclegirl had the wrong sprite
* Base tentaclegirl had the wrong sprite
* couldnt close inventory with "f"
* Couldn't 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)
* 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")
* Couldn't increase lv above cap (even with "potential" mc-traits or "growing")
* prince + potential only increased maxlevel with equality, instead of the opposite
* 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.
|}
|}
Line 811: Line 764:
==== Tentacle basespecies: ====
==== Tentacle basespecies: ====
* 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.
* Not accessible as starters. Mostly unique to creation.<br><!--
can be recruited as other characters.
-->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
* new skilltrees (some changes to old ones) - new abilities etc.
* New skilltrees (some changes to old ones) - new abilities etc.



==== 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.
* 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)
-->(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 efficiency
* 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: ====
Line 860: Line 808:
* 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 didn't correctly apply genetic traits
* many smaller + visual fixes
* many smaller + visual fixes



Saves from 0.9.9.0+ (maybe earlier) should be compatible. (small problems with duplicate skills)
Saves from 0.9.9.0+ (maybe earlier) should be compatible. (small problems with duplicate skills)
Line 873: Line 820:
==== Fixed: ====
==== Fixed: ====
* kingsquest hostility was wrong (starting at 0, which also made rewards 0)
* 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)
* Sauna/pool upgrades only reduced exh. by 2 instead of 3 (what the description said)
* speeding up combatanimations didnt work
* Speeding up combatanimations didn't work
* characters sometimes got duplicated when fleeing after they got injured
* Characters sometimes got duplicated when fleeing after they got injured
* some wrong names in some events for evo
* Some wrong names in some events for evo
* stinger wasn't flying
* Stinger wasn't flying
* 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



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


Line 898: Line 844:
* 2 new rare biomes
* 2 new rare biomes
* 9 new species
* 9 new species
* new skills etc.
* New skills etc.
* 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



==== NewGame+: ====
==== NewGame+: ====
* after beating the game you can carry over 5 characters + equipped items into a new game
* 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)
* 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)
* 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
* Limits for maxlevel/genes/hostility etc. increase
* You'll get some worldmodifiers applied to the world (similar to dificulty mods)
* You'll get some worldmodifiers applied to the world (similar to dificulty mods)
* 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



==== Other: ====
==== Other: ====
* some choices during story events
* Some choices during story events
* variations + ways to influence main rivals.
* Variations + ways to influence main rivals.
* different endings
* Different endings
* 10+ new items (mostly commons/rares)(+ updated some mythic item pics). updated some professions' starting item sets
* 10+ new items (mostly commons/rares)(+ updated some mythic item pics). updated some professions' starting item sets
* 5 new achievements + unlockable traits
* 5 new achievements + unlockable traits
* 6 new world modifiers
* 6 new world modifiers
* some new events
* Some new events
* new basic starting profession: Merchant (Simple for beginner. when you only want to make money through portals/loot)
* 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.
* Shadowform counts as temporary effect for cleanse etc.
* Spirits change size relative to their original size. (wild spirits can start at different sizes)
* 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)
* 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
* 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
* Submitting characters for the library gives bonus progress based on their level
* some more combatsex animations/pics + added them to basic sextraining if available
* 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
* Small bonuses to some random professions/traits in character creation to encourage using others
* some additions to old professions
* Some additions to old professions
* small plantgirl minigame
* Small plantgirl minigame



==== QoL: ====
==== QoL: ====
* can filter shown items in stash by rarity/type
* Can filter shown items in stash by rarity/type
* can scroll through pages of characters at home, instead of combination of scrolling + page changes
* 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
* 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 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



==== Balancing: ====
==== Balancing: ====
* Less max amount of enemies
* Less max amount of enemies
* total gene values scale slower with portal hostility (affects all encounters)
* Total gene values scale slower with portal hostility (affects all encounters)
* Buffed a lot of higher rarity items
* Buffed a lot of higher rarity items
* difficulty of battles against the rivals are more in line with the random encounters
* 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
* 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
* plantgirls have spawn vine as guaranteed skill, switched with healingflower
* most insectgirls have higher magicstrength to make their extractmana skill useful
* Most insectgirls have higher magicstrength to make their extractmana skill useful
* increased base amount of stabilised portals you can have
* Increased base amount of stabilized portals you can have
* Most story portals now allow Large characters
* Most story portals now allow Large characters



==== Noteworthy bugfixes: ====
==== Noteworthy bugfixes: ====
* spirits never changed size during evolutions, making mounts kinda pointless.
* Spirits never changed size during evolutions, making mounts kinda pointless.
* maincharacter lost items after losing party-only training battles
* Maincharacter lost items after losing party-only training battles
* on no-injury difficulty, destroyed characters always got exp, even when fleeing
* On no-injury difficulty, destroyed characters always got exp, even when fleeing
* insectclone ability was bugged
* insectclone ability was bugged
* wrong foodusage shown for non humanoids (always same as mc)
* Wrong foodusage shown for non humanoids (always same as mc)
* some skillTree nodes didnt do anything
* Some skillTree nodes didn't do anything
* some creation buffs from skilltree didn't work correctly
* Some creation buffs from skilltree didn't work correctly
* token characters(tentacles etc.) didnt get any genes/traits as enemies
* Token characters(tentacles etc.) didn't get any genes/traits as enemies
* swampslime's absorb set all genes to min 10 if others were higher
* swampslime's absorb set all genes to min 10 if others were higher
* creations power scaled on evos power for some things
* Creations power scaled on evos power for some things
* quickloading a game after a random/test battle, reset the maincharacter
* quickloading a game after a random/test battle, reset the maincharacter
* net skill wasn't based on magicstrength (like the description said.)
* 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
* 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?)



Only unlockables.sav is compatible
Only unlockables.sav is compatible
Line 979: Line 919:
==== Bugs fixed: ====
==== Bugs fixed: ====
* massSeduction skill had the wrong type
* massSeduction skill had the wrong type
* some skills obtained later for crea/druid couldn't be (re)selected (or for summons instead)
* 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
* 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
* 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: exp didnt reset to 0 each level (every level took 10 exp only)
* 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
* Seduce triggers applied before animation/pic ended<br><!--
(also caused softlock when seducing with lifesteal kills a character)
-->(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
|}
|}


Line 996: Line 936:
|
|
==== SkillTree/"C"-menu: (druid unaffected) ====
==== SkillTree/"C"-menu: (druid unaffected) ====
* upgrades are now in a grid with various paths
* Upgrades are now in a grid with various paths
* side branches can require points from other species
* Side branches can require points from other species
* more impactful/varied upgrades
* More impactful/varied upgrades
* more differences between evo and crea
* More differences between evo and crea
* more versatile upgrades/not species specific
* More versatile upgrades/not species specific
* only one type of skillpoint per species (only gained through rituals/crystals)
* 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
* 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
* Size choices are always available and affect the summon/transform cost
* can get all genes 10 for summons/ +10 for evos own genes
* Can get all genes 10 for summons/ +10 for evos own genes
* can transform into/create any species(except bosses/uniques)
* Can transform into/create any species(except bosses/uniques)



'''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
* chimera form window now also shows actual stats (affected by upgrades/level)
* Chimera form window now also shows actual stats (affected by upgrades/level)
* can select genetic species for special forms.(instead of special/special)
* Can select genetic species for special forms.(instead of special/special)



'''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
<br>


==== 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.
* Trying to tie combat and lewd stuff together a bit more.<br><!--
Not sure about the pictures thing (ambiguous color vs fixed, etc.)
-->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.
-->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
* seducing has a crit(ldmg*2)/fail(ldmg=1) chance based on the preferences of the target.
* 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)
* (only the preferences/stats shown in the quicktooltip matter)
* recruitment chance is slightly increased for each known preference
* Recruitment chance is slightly increased for each known preference
* 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.



==== Characters: ====
==== Characters: ====
* 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)



==== Other: ====
==== Other: ====
* base spirits and first evolution sometimes spawn in the wild (rare)
* Base spirits and first evolution sometimes spawn in the wild (rare)
* removed specialtraits from chosen affinity, as they are now in the skilltrees
* Removed specialtraits from chosen affinity, as they are now in the skilltrees
* new seduction triggered passives for succubus characters
* New seduction triggered passives for succubus characters
* some other new skills/passives
* Some other new skills/passives
* 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
* Evo's percentage based stat changes will be converted into base stats after transforming<br><!--
(are affected by traits/easier to read)
-->(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
* new modifier to remove (or increase) many limits (enemy/hostility scaling, genes/level etc.)
* New modifier to remove (or increase) many limits (enemy/hostility scaling, genes/level etc.)
* tit/cock size preferences are more likely to be higher
* Tit/cock size preferences are more likely to be higher
* good score in sextraining changes tit/cock size preferences towards yours
* Good score in sextraining changes tit/cock size preferences towards yours
* Entertainer profession gets *2 bonus on town-npc objectives
* Entertainer profession gets *2 bonus on town-npc objectives
* info about current best ritual level in combat quick tooltip, marked with +/- if its higher
* Onfo about current best ritual level in combat quick tooltip, marked with +/- if its higher
* made it more obvious that you can scroll down in character gallery (some may have missed it)
* 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



==== Balancing (most important changes): ====
==== Balancing (most important changes): ====
* 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
* Water starting spirit has a more versatile skill<br><!--
(splash: moves water + deals dmg)
-->(splash: moves water + deals dmg)
* removed requirements for watermermaid evolution
* removed requirements for watermermaid evolution<br><!--
(always guaranteed to get to stage 3 with any spirit)
-->(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



Only unlockables.sav compatible
Only unlockables.sav compatible

Revision as of 22:14, 7 February 2021

Versions Date
V0.15.0.0 Changelog 06/02/2021
V0.14.0.1 Bugfixes 21/10/2020
V0.14.0.0 Changelog 16/10/2020
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
V0.15.0.0 Changelog

Characters/Content:

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

Challenges/statistics:

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

Farm:

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

Quick character management:

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

Freeplay:

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

QoL:

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

Gameplay/Balance:

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

Unity/UI stuff:

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

Only unlockables.sav is compatible

V0.14.0.1 Bugfixes

Changes/Balancing:

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

Bugfixes:

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

(v0.14.0.0 saves should be compatible)

V0.14.0.0 Changelog

With this update I wanted to focus on making the game play nicer. Simplify/remove some stuff + many QoL changes.
Not a lot of new content in terms of events/characters etc.
Didn't really find a way I wanted to change dating so i left it untouched for now.
Spend more time on the succubus game than expected.
Future updates should be quicker again (I'll probably try at least monthly)

Exhaustion/Expeditions:

  • Changed exhaustion to stamina (was always weird to have a resource where high numbers were bad)
  • Base max stamina is now 200
  • Each step on the overworld costs one stamina (unless on road/slime as crea), battles cost 2.
  • If a character starts a battle at 0 stamina, they gain a severe debuff
  • Removed stamina cost from entering portals
  • Expeditions have no time restrictions anymore.
  • Entry cost not based on party size
  • Camping takes a lot longer but increases stamina same as sleeping in town
  • Some overworld actions cost stamina now
  • Some powerful/or 0ap skills also have a stamina cost (usually lowered mana or ap cost)
  • Enemies start with random amount of stamina

Reserve characters:

  • Can have up to 4 reserve characters in party. (can switch states at any time)
  • You can still only enter a portal with 6 characters, but can recruit characters with full party.
  • Reserve characters don't start in battle/don't lose stamina and gain 50% exp the other characters earned.
    (Total exp earned is higher the more characters are in reserve)
  • If another ally leaves the battlefield (injures/flees...), you can call in a reserve character
  • Fully exhausted/injured characters can't be called in
  • Most events can now trigger even with a full party

Characters:

  • Reworked some character art + added alt art
  • Reworked crea art (added clothing etc.) + new skilltree nodes affecting stats/visuals
  • Enemy crea also gets new passives etc as corruption increases
  • Some new abilities/passives. (including passives that change terrain on combat start for special terrain teams)
  • Different looking versions for most basic spirits
  • Basic spirits have more importance in late game
  • Can reshape spirits during expeditions
  • 1 new special hybrid
  • 1 new spirit
  • 1 new unique
  • Fire dragons integrated in fire spirits

Score:

  • Can check a score value for your current run (button from map)
    consists of various things like resources/best characters/completed quests etc.
  • Total score at time of completion will be set. (can still change flexible value)

AI rework:

  • All skills can be used by ai (including explosion etc. for now?)
  • Generally better and can actively do everything (including defend/disengage etc.)
  • Enemies act one at a time. (instead of based on their action, like seducing first etc.) Quicker/less transitions.
  • Values assigned to skills/attacks etc. and compared based on situation (previously just binary condition whether to use a skill or not)
  • Considers more things (traits/statuseffects/terrain etc.)
  • Applies to player ai used as well
  • Animation speed selection

Atk/Dmg types:

  • Each species has an attack and damage type (Fire + Cleave etc.)
    • Including ranged attacks which usually cost 2ap instead of 1
    • Shows icon for them in battle (also shows own type)
    • Weapons can overwrite it. (no species should have 2 weapon slots anymore)
  • Tile highlights show all affected tiles for multi hit attacks etc.
  • Elemental dmg with strength/weaknesses and secondary effects. (shortens many skills and removes need for some passives)
    (e.g fire dmg always increases burn by 1, deals less dmg against enemies in water etc.)
  • On hit effects trigger on all hit enemies (multi hit passives shouldn't exist anymore)
  • Can drop weapon in combat to revert to base damagetypes (0 ap action)
  • Skills also mostly deal elemental dmg.
  • Battles have global elemental power modifiers, usually affected by weather and base spirits
  • All dmg of certain types will be affected. (shown strength/skill dmg shows updated value)
  • Maincharacter damagetype is based on starting element
  • Skill tooltips show actual values (toggle in settings), colored based on affecting stat (no "mg/2+1" etc.)

UI/QoL:

  • Updated character tooltip
  • More compact home window/character roster
  • Can quickly summon spirits from home window
  • Can access sleep from anywhere in town
  • Can choose characters from party/brothel for sex training
  • Maincharacter stats more clear for sextraining
  • Shows character combat-sprite in gallery
  • Many other small UI/QoL changes...
  • Added more symbols to mark characters (can now filter by mark)
  • Evo can freely change alt art for characters (just visual)
  • Changed item type filter to only show a certain type instead of toggling it

Other:

  • Can choose a focus at start of game, making either breeding or fusion better while making the other worse, or ignore it.
  • Phoenix egg now requires stamina to activate, but doesn't lose mana. (can hatch early at cost of mana)
  • Made explosion a targetable skill (to prevent accidents)
  • Maincharacter starting position lowered
  • Moved the known preferences from prostitute to madame profession
  • Removed max level for maincharacter sexskills (still soft capped by species amount)
  • Removed look types/preferences from characters. removed relations between other characters
  • Changed save type for quickruns from limited to town-only
  • Lightpower doesn't require full mana
  • Portal hostility on endless increases much slower.

Noteworthy bugfixes:

  • Game didn't correctly register as won (opional kingsquests etc.)
  • Teleport stone didn't work when portal was closed
  • Maincharacter sexskills modified the wrong skill
  • "blind" and related things didn't work

Only unlockables.sav is compatible

V0.13.0.1 Bugfixes

Noteworthy bigfixes:

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

Added:

  • Avy's familiar has maxlv 10 now. avy has increased potion uses.
  • manaworms can spawn in the wild now and gained mount trait
  • Added some recipes for previously unused materials
  • Can now get sexmaster/god traits with mc when reaching lv 10/15 in any skill
  • Devil/angel pacts change stats more (and change base stats)
  • Added some pics to gallery
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
  • Quickaccess to locations/certain things
  • Useful tooltips/infos for locations in one place
  • Highlighted places that require attention (eggs hatchable, special portals etc.)
  • New location with some special items

Tavern:

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

Fusion:

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

Arena:

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

Difficulty settings:

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

QoL:

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

Other:

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

Bugs fixed:

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

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

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 specialization at higher levels)
  • Generally lowered stat growth/levels are less important. Lv-type is less extreme - easier to inherit leveltype (50%)

QoL:

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

Other:

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

Balancing:

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

Noteworthy bugfixes:

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

Generally a lot of experimental changes that require some feedback.
unlockables.sav is compatible.

Not sure if other saves are technically compatible, but would probably be weird regardless

V0.9.10.1 Bugfixes

Bugs fixed:

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

Changed:

  • heatresistant trait also makes user immune to burn. also unlockable as starting trait.
  • 2 new legendary traits.
V0.9.10.0 Changelog

Tentacle basespecies:

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

New player experience:

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

QoL:

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

Other stuff::

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

Balance:

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

Noteworthy bug fixes:

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

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

V0.9.9.1 Bugfixes

Fixed:

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

Changed:

  • Reduced portal-hostility scaling for non-hardmode games
  • Increased range of portal hostility
  • Some negative traits in the skilltree are less extreme
  • Ignite costs 0ap and ignores armor, but 1 mana more
  • Flying units and characters with swimmer trait can enter deepwater
V0.9.9.0 Changelog

Characters:

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

NewGame+:

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

Other:

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

QoL:

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

Balancing:

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

Noteworthy bugfixes:

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

Only unlockables.sav is compatible

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
  • Onfo about current best ritual level in combat quick tooltip, marked with +/- if its higher
  • Made it more obvious that you can scroll down in character gallery (some may have missed it)
  • Removed fusion from the breeding screen

Balancing (most important changes):

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

Only unlockables.sav compatible