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
V0.12.0.0
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
freeze checked own status rather than target for validity
event softlock was still possible if events stacked in the same location. Also put in safety, if an event somehow ever has no option it will just end
zookeeper gave all characters exp each day (instead of creatures only)
Testing seeded runs/trying to get some opinions on base settings etc. (haven't added anything else yet)
V0.11.0.1 Bugfixes
Bugs fixed:
unstable trait didn't work correctly
quests sometimes didn't check for species
gender for fusion was random
unique cowgirl event could trigger multiple times
stable trait added its effect for each evolution
some rockspirits didn't have the spirit trait (couldn't evolve etc.)
earthquake didn't work (only characters with access to it were probably not accessible anyway)
intro events were only triggered on first day (now first 3 days)
random location events lasting multiple days could stack, causing a softlock after ending it.
slime-poison cost more than shown. also increased it's radius by 1
some ai problems (mostly bulb skills)
tavern points starting trait was useless. now lets you start at higher tavern rank
only the first 4 traits showed in fusion window
Lumira didn't have the aquatic trait
some quests skillrequirements didn't fit with required gender
some evolution paths had wrong skills/tooltips
special trader events could overlap (same trader multiple times)
genetic gender of starters didn't align with actual gender
ai turns shouldn't take the same time if they don't do anything
fleeing into another encounter was bugged
naturally spawning relays didn't do anything.
home portal was listed twice in teleport menu.
only basestats were checked for tavern jobs (ignoring traits like strong etc.).
V0.11.0.0 Changelog
Species:
new spirit (5 species)
1 new special hybrid
2 new creatures
2 unique characters
Difficulty settings:
default save type set to town-only and adjusted modifiers
dating mechanic now optional as difficulty modifier
Town:
Map for quick overview of the town
quickacces to locations/certain things
useful tooltips/infos for locations in one place
highlighted places that require attention (eggs hatchable, special portals etc.)
new location with some special items
Tavern:
removed tavernpoints
quests are ranked
you now also have a quest ranking, that affects difficulty/rewards of quests
higher rank also allows you to hire stronger characters for money
more varied quests/rewards
can accept/keep track of a few quests. (can't remove quests or reputation loss?)
new journal tab for quests
Fusion:
more control over fusion results at cost of crystals
You can select half of each characters traits (+1)
By default all other things will be the average
Can select genes to 100% take the gene from this character instead
More selections = higher crystal cost. (free up to a point)
Arena:
default save type set to town-only and adjusted modifiers
dating mechanic now optional as difficulty modifier
Difficulty settings:
ranks increase stats. Each rank increase is the same as a levelup without sizemodifier.
keep equipment. Ranked battles are a bit harder (maybe option to unequip for bonus money)
QoL:
Can change character location (party/farm...) from management screen
Can sort characters ascending/descending if you click again
Can sort while selecting characters.
Descriptions change a bit to show relevant info based on sorting type In charactermanager, you can lock selection to current group easier
Can mark/favourite characters to sort/identify them modfied stats only show in tooltip if they are different journal color changed to make reused text more readable (as most other text backgrounds are dark)
Other:
some new events, traits, skills, items etc.
Bugs fixed:
evolving characters didn't update their statgrowth, making all seedlings/spirits kinda useless
evo unequipped items after transforming in chimera form
chimera form didn't update some stats + percentages were ignored
couldn't re-hire town npcs after recalling home
size of captured spirits was set to medium after reshaping
strong healing pots didn't work when used from inventory
aquatic trait was often missing
unlockables.sav is compatible (not sure about normal saves)
V0.10.0.1 Bugfixes
Bugs fixed:
Could infinitely recruit one of the new "unique" characters (and at full team cap)
New unique characters were missing the "unique" trait (didn't have any effect)
Journal didn't block inputs (show tooltips of characters behind)
Flying characters couldn't fly over lava
Some difficulty modifiers affecting random encounters were pointless
Change: characters with ice affinity don't break ice and can freeze water
V0.10.0.0 Changelog
Overworld:
Removed random encounters
Enemies move on the Overworld
Finer strength evaluation of teams. (based on size, species, genes etc.) (Actual encounter difficulty is mostly the same as before)
Exp-gain is equal to the enemy strength
Enemies on the map are represented by their strongest party member?
Enemies can also fight each other.
Sometimes recruit some of the lost team etc.
Winning team will gain losers items. (capped based on partycount, rest will drop on the ground)
Enemies have their items equipped (won't use active abilities/consumables)
Resources lost when fleeing will be dropped on the enemy tile
Same enemies will stay after you flee. (can flee and come back to recruit/ for revenge etc.)
Enemies in a portal don't completely reset every time you enter. A few new ones spawn, but less concentrated.
Removed movement-stances
Click on self ("s") to have a short rest (enemies will move)
Enemies will flee from stronger parties and try to follow weaker ones (including player)
Stealth affects range and chance of enemies noticing you
Combat:
Snow/ice tiles exist in battle
Some tiles have effects that trigger at the start and end of each turn: lava burns, water weakens, snow/ice slow
Characters/Species:
5 new tundra based species (in form of a new spirit. Unlockable as starting element)
Most mermaid type characters get a new special trait, making them stronger in water (Aquatic: (can't be engaged in water) restore 2 ap at the start of a turn, when in water)
Changed the seedling monster form to fit more to evolving into a dragon
2 new unique characters
Species/characters have growth modifier for each stat (characters don't lose specialisation at higher levels)
Generally lowered stat growth/levels are less important. Lv-type is less extreme - easier to inherit leveltype (50%)
QoL:
Can easily switch character roles during home-sextraining
Can select an amount of resources to always keep after coming back from a portal
Can view progress towards stat increases (level tooltip)
Partyprep inventory acts more like the ow-inventory
Currently useable consumables are highlighted
Other:
More closeup sexanimations/pics
Vaguely fitting ones are shown in individual sextraining (can be toggled off)
Some new events
Sped up some animations (lv-up, fucking non-enemies...)
Party strength now shows roughly estimated power of your team, to compare to enemies
Strength from items doesn't affect resource collecting effectivenes, but you generally get more
Balancing:
Сan't use summoned characters for rituals. Can't fuse two summoned characters together
Exp required is no longer based on size
Basic mermaids start with a create water skill, but less mana
Mindcontrol works 100% and is cheaper, but only works on weakened characters
Noteworthy bugfixes:
Slimesense/scout didn't work
Slimespeed reduced speed
Enemy creatures could seduce, if they somehow had high ldmg
Evo-core/eyebrows weren't set to the selected one when opening the window
Bloodfairies weren't set to lv 1
Some wrong evolution lines for spirits
Generally a lot of experimental changes that require some feedback.
unlockables.sav is compatible. Not sure if other saves are technically compatible, but would probably be weird regardless
V0.9.10.1 Bugfixes
Bugs fixed:
base maxlust didn't start with the correct value
tentacle core for evo didnt do anything.
base tentaclegirl had the wrong sprite
couldnt close inventory with "f"
some wrong event descriptions
there were no restrictions to sending characters to the library when you choose a specific species
tentacle species wasn't listed in the library
poisonflight didn't poison the user
poisonskin and poison had the same name (couldn't have both in some cases)
displace on attack caused problems with multi-attacks. (should be removed now) * Couldn't increase lv above cap (even with "potential" mc-traits or "growing") * prince + potential only increased maxlevel with equality, instead of the opposite
had to target a tile to use slimesense, for no reason
"ignore all focus" toggle in sextraining started off, but was shown as on. (only updated after clicking it)
in sextraining, focus-priority of 0 on mc-bodypart didn't apply correctly.
Changed:
heatresistant trait also makes user immune to burn. also unlockable as starting trait
2 new legendary traits.
V0.9.10.0 Changelog
Tentacle basespecies:
basespecies + hybrids.
mostly combo based species, working together with the different hybrids.
not accessible as starters. Mostly unique to creation. can be recruited as other characters.
creation enemy encounters now often use those species
Creation-mc can replace a species gene with the new one, creating a new character
new skilltrees (some changes to old ones) - new abilities etc.
New player experience:
info-popups for doing things the first time etc.
can ask npcs more. Npcs are always at their main-location for the first day
some small, easier achievements to unlock stuff.
QoL:
quicker to equip/drop/use items from inventory (keyboard not needed)
inventory can also be opened with f
In ow-inventory, can select character by clicking the party icon
can sort brothelcharacters by value
can see current portal size in combat
can see highest sexskill in character management
added a picture of spirits selection to not forget it
Other stuff::
some new events
starters can increase their max level at the cost of exhaustion
a new creature
"slime" trait increases speed on slime. characters can still have normal movement types
starting progress towards statgains is based on genes instead of 0. (previously the first levels nothing happened, because most things don't progress 100%/lv)
Balance:
halved spenttime-action time
Tundra movementcosts lowered
battlerank brothel modifier increased
Camping durations halved. Only training was scaled to fit, other things have doubled efficency
Guarding effectiveness while camping doubled
Bloodline characters can't be fused (kinda defeated its purpose)
"blind" statuseffect also lowers armor
Noteworthy bug fixes:
some skilltrees upgrades didn't work
lightningstorm "destroyed" all enemies
"blinded" status effect permanently reduce speed by 2
antidote and draineffects didn't work as intended
speeding up combatanimations actually slowed them down a bit
"copy" skill didnt correctly apply genetic traits
many smaller + visual fixes
Saves from 0.9.9.0+ (maybe earlier) should be compatible. (small problems with duplicate skills)
V0.9.9.1 Bugfixes
Fixed:
kingsquest hostility was wrong (starting at 0, which also made rewards 0)
sauna/pool upgrades only reduced exh. by 2 instead of 3 (what the description said)
speeding up combatanimations didnt work
characters sometimes got duplicated when fleeing after they got injured
some wrong names in some events for evo
stinger wasn't flying
some bugs with seeded rng. (bonus- traits/professions were not changed + probably some other problems)
ignite dealt dmg based on own burn duration
Changed:
reduced portal-hostility scaling for non-hardmode games
increased range of portal hostility
some negative traits in the skilltree are less extreme
ignite costs 0ap and ignores armor, but 1 mana more
flying units and characters with swimmer trait can enter deepwater
V0.9.9.0 Changelog
Characters:
3 new unique characters
2 new rare biomes
9 new species
new skills etc.
Every element has a "net" creature now (first evolution but can't evolve further)
updated art +bodypart sizes: Eaglegirl,Unicorn,LavaLizard
NewGame+:
after beating the game you can carry over 5 characters + equipped items into a new game
has to happen the same day as you came back from the final mission (button at home)
Enemies will get a buff that increases their stats (The buffs values increase randomly and endlessly every new game)
Limits for maxlevel/genes/hostility etc. increase
You'll get some worldmodifiers applied to the world (similar to dificulty mods)
failed achievement become available again
new cheat "newgameplus" to enable the option at any point
Other:
some choices during story events
variations + ways to influence main rivals.
different endings
10+ new items (mostly commons/rares)(+ updated some mythic item pics). updated some professions' starting item sets
5 new achievements + unlockable traits
6 new world modifiers
some new events
new basic starting profession: Merchant (Simple for beginner. when you only want to make money through portals/loot)
Shadowform counts as temporary effect for cleanse etc.
Spirits change size relative to their original size. (wild spirits can start at different sizes)
speeding up enemy turns also affects seduction pics etc. (Rightclick now also speeds up)
the non chosen maincharacters get an element you didnt choose and have some of those species in combat
submitting characters for the library gives bonus progress based on their level
some more combatsex animations/pics + added them to basic sextraining if available
Small bonuses to some random professions/traits in character creation to encourage using others
some additions to old professions
small plantgirl minigame
QoL:
can filter shown items in stash by rarity/type
can scroll through pages of characters at home, instead of combination of scrolling + page changes
farm window doesn't automatically open when you press "F", as there are now also other things at the farm
can also move with keyboard in unstable worlds (jumping 2 tiles)
can double click species in character creation to select the base species
Balancing:
Less max amount of enemies
total gene values scale slower with portal hostility (affects all encounters)
Buffed a lot of higher rarity items
difficulty of battles against the rivals are more in line with the random encounters
power of rivals mostly affects enemy types (spirit/seedling ranks, special summons etc.) + rival, instead of only enemy amount + levels
plantgirls have spawn vine as guaranteed skill, switched with healingflower
most insectgirls have higher magicstrength to make their extractmana skill useful
increased base amount of stabilised portals you can have
Most story portals now allow Large characters
Noteworthy bugfixes:
spirits never changed size during evolutions, making mounts kinda pointless.
maincharacter lost items after losing party-only training battles
on no-injury difficulty, destroyed characters always got exp, even when fleeing
insectclone ability was bugged
wrong foodusage shown for non humanoids (always same as mc)
some skillTree nodes didnt do anything
some creation buffs from skilltree didn't work correctly
token characters(tentacles etc.) didnt get any genes/traits as enemies
swampslime's absorb set all genes to min 10 if others were higher
creations power scaled on evos power for some things
quickloading a game after a random/test battle, reset the maincharacter
net skill wasn't based on magicstrength (like the description said.)
with the unlimited modifier, you could increase eggs stats infinitely with no stability penalty
healing orb artifact behaved really weirdly (did no one ever use this?)
Only unlockables.sav is compatible
V0.9.8.1 Bugfixes
Bugs fixed:
massSeduction skill had the wrong type
some skills obtained later for crea/druid couldn't be (re)selected (or for summons instead)
enemy preferences were shown in tooltip, defeating the point in revealing them
changing cock interest in any way would set it to the characters pussy interest before
Evo: exp didnt reset to 0 each level (every level took 10 exp only)
Evo: LRes is not affected by level bonus anymore
basic insect abdomen part had the shadow manadrain instead of basic extractMana skill
seduce triggers applied before animation/pic ended (also caused softlock when seducing with lifesteal kills a character)
passives for hybrid species couldn't be unselected
training battles didnt have fitting difficulty and started too strong
V0.9.8.0 Changelog
SkillTree/"C"-menu: (druid unaffected)
upgrades are now in a grid with various paths
side branches can require points from other species
more impactful/varied upgrades
more differences between evo and crea
more versatile upgrades/not species specific
only one type of skillpoint per species (only gained through rituals/crystals)
specialforms/summons are nodes in the tree. Summon/transform exhaustion cost for those is halved
size choices are always available and affect the summon/transform cost
can get all genes 10 for summons/ +10 for evos own genes
can transform into/create any species(except bosses/uniques)
Evo:
starting gene selection means how far you can get own genes above 10
special bodyparts + core (changed base stats) for chimera form for each species
chimera form window now also shows actual stats (affected by upgrades/level)
can select genetic species for special forms.(instead of special/special)
Crea:
no way to increase own genes
created characters are more similar to other characters and don't get flat stat increases
Combat:
small closeup pictures/slideshows for lewd actions, based on bodyparts (can be turned off)
Trying to tie combat and lewd stuff together a bit more. Not sure about the pictures thing (ambiguous color vs fixed, etc.) and didnt want to commit much time to it before getting some feedback, so there are just a few, so a lot of interactions don't have fitting pictures yet.
can select seduction type (ass,pussy,tits,cock) affected by different things.
pussy/cock based seduction changes targets interest based on seducers attractiveness
seducing has a crit(ldmg*2)/fail(ldmg=1) chance based on the preferences of the target.
(only the preferences/stats shown in the quicktooltip matter)
recruitment chance is slightly increased for each known preference
enemy preferences will be revealed as you perform certain actions.
Ai will also act based on what they know about preferences.
Characters:
Aila/Sylvie updated art/outfits
5 new spirits with some new skills (4 first evolution + 1 final plant humanoid)
Other:
base spirits and first evolution sometimes spawn in the wild (rare)
removed specialtraits from chosen affinity, as they are now in the skilltrees
new seduction triggered passives for succubus characters
some other new skills/passives
lifesteal now drains hp (increases dmg, but doesn't heal on overkill)
photosynthesis trait for plants (don't require food)
Evo's percentage based stat changes will be converted into base stats after transforming (are affected by traits/easier to read)
Stat bonus for evo levelups are only applied after transforming
new modifier for unique starter spirit
new modifier to remove (or increase) many limits (enemy/hostility scaling, genes/level etc.)
tit/cock size preferences are more likely to be higher
good score in sextraining changes tit/cock size preferences towards yours
Entertainer profession gets *2 bonus on town-npc objectives
info about current best ritual level in combat quick tooltip, marked with +/- if its higher
made it more obvious that you can scroll down in character gallery (some may have missed it)
removed fusion from the breeding screen
Balancing (most important changes):
when the maincharacter falls in battle, morale is only decreased by 50 instead of set to 0
Evo human form has very high LDmg, making it especially useful early on
water starting spirit has a more versatile skill (splash: moves water + deals dmg)
removed requirements for watermermaid evolution (always guaranteed to get to stage 3 with any spirit)
can't lose the game due to reputation as prince in free play