Version History

From Portals of Phereon Wiki
Revision as of 02:29, 7 February 2021 by Kozd (talk | contribs) (V0.15.0.0 Release)
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/guarenteed 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 resouce where high numbers were bad)
  • Base max stamina is now 200
  • Each step on the overworld costs one stamina (unless on road/slime as crea), battles cost 2.
  • If a character starts a battle at 0 stamina, they gain a severe debuff
  • Removed stamina cost from entering portals
  • Expeditions have no time restrictions anymore.
  • Entry cost not based on party size
  • Camping takes a lot longer but increases stamina same as sleeping in town
  • Some overworld actions cost stamina now
  • Some powerful/or 0ap skills also have a stamina cost (usually lowered mana or ap cost)
  • Enemies start with random amount of stamina


Reserve characters:

  • 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 wether to use a skill or not)
  • Considers more things (traits/statuseffects/terrain etc.)
  • Applies to player ai used as well
  • Animation speed selection


Atk/Dmg types:

  • 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 loccation was inaccessible. (moved to guild)
  • couldn't mindcontrol lustbound characters
  • petite/busty/Wellendowed traits didn't affect energy/milk
  • sexmaster/god affects recruiting chance now.
  • recruit chance no longer capped between 1 and 90%. (can be higher than 100 to show skills more clearly)
  • producer increased production by +2 and *2, instead of just +2
  • equalising room upgrade behaved weirdly/opposite
  • stored eggs were weirdly aligned
  • could have same trait multiple times in tavernquest requirements
  • fixed some weird behaviour for quickruns right after doing a random battle
  • gallery didn't show loot/produced materials for creatures


Added:

  • avy's familiar has maxlv 10 now. avy has increased potion uses
  • manaworms can spawn in the wild now and gained mount trait
  • added some recipes for previously unused materials
  • can now get sexmaster/god traits with mc when reaching lv 10/15 in any skill
  • devil/angel pacts change stats more (and change base stats)
  • added some pics to gallery
V0.13.0.0 Changelog

Alternate art:

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


Egg-rework:

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


Milk/Semen rework:

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


Combat/Sex-actions:

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


Insectgirl-rework:

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


Crafting/Alchemy:

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


Balancing:

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


Other:

  • new scenes. new unique character
  • new profession + mc trait
  • town npcs have a unique uninheritable special trait or passive
  • succubus have some new skills/passives
  • you now get the profession specific starting items in quickruns
  • tamer profession increases stat growth of creatures, instead of a one-time bonus when caught


Noteworthy bigfixes:

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


only unlockables.sav is compatible (teams are probably also not compatible this time)

V0.12.0.1 Bugfixes

Bugs Fixed:

  • magic shadow highlighted wrong tiles
  • kingsquest still says you get tp
  • arena fights start with last portal traits
  • wild holySpirits had a skill that doesn't exist -> caused some problems
  • breedingpotions didn't work correctly
  • toxic modifier didn't work
  • castalia objective completions were visually offset by 1
  • special portals could generate with impassible terrain/mainbiome
  • starting portals were always the same regardless of seed (portal seed was just its id)
  • could tame bosses with nets/magictame
  • requirement for drain bow was still wrong
  • could teleport into rock/void tiles on ow
  • raiders trait reduced enemy spawns
  • could evolve a lightorb into shadowdjinn
  • some wrong descriptions/skills for evolution
  • floating didn't apply stat malus/mount traits
  • seductive starting trait didn't unlock through eggs
  • a unique event wasn't unique
  • ForestSatyr didn't unlock in gallery


Added:

  • each quickrun starts with an S-rank quest in the tavern.
  • also added a new loadingscreen pic
V0.12.0.0 Changelog

Summary:

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


Portals/Overworld:

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


Characters/Creatures:

  • 2 new elements (total 10 new species) some previously existing creatures moved into the evolution lines

- Light: combo based magic/support species - Shadow: terrain based team species, introducing shadow tiles in combat

  • 11 new unique characters (mostly missing unique combat sprites, but many aren't really battle characters)


Shadow species rework:

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


Farm:

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


Quickruns:

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


Other:

  • new events
  • evo art update + outfits
  • unranked arena battles can have combat modifiers
  • Rivals can have any element, not just the basic 3
  • Corruption now sets the maxlevel to the characters current level.

those species are stronger now (might be weird with summoning/fusing)

  • Castalia sells potions once you unlocked the reward thresholds
  • new genetic traits (mostly start/end of combat effect)
  • new mostly neutral difficulty modifiers
  • Can now buy potions from castalia once unlocked
  • genes have less impact on stats (10 = doubled stats, prev *2.5 - *3)
  • slime type characters are stronger, but corrupt sets their maxlevel to current level


Noteworthy bugfixes:

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


only unlockables.sav is compatible

V0.11.1.0 Changelog

Seeded runs:

  • Can play quickruns based on a seed, affecting starting traits/element/characters/profession etc.

(Unlocked traits etc. don't matter. Can still do achievements in quickruns to unlock stuff for normal runs)

  • some settings are the same for all quickruns
  • shorter (15 days) runs with some timing adjustments.


Small changes:

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


Bugs fixed:

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


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

V0.11.0.1 Bugfixes

Bugs fixed:

  • unstable trait didn't work correctly
  • quests sometimes didn't check for species
  • gender for fusion was random
  • unique cowgirl event could trigger multiple times
  • stable trait added its effect for each evolution
  • some rockspirits didn't have the spirit trait (couldn't evolve etc.)
  • earthquake didn't work (only characters with access to it were probably not accessible anyway)
  • intro events were only triggered on first day (now first 3 days)
  • random location events lasting multiple days could stack, causing a softlock after ending it.
  • slime-poison cost more than shown. also increased it's radius by 1
  • some ai problems (mostly bulb skills)
  • tavern points starting trait was useless. now lets you start at higher tavern rank
  • only the first 4 traits showed in fusion window
  • Lumira didn't have the aquatic trait
  • some quests skillrequirements didn't fit with required gender
  • some evolution paths had wrong skills/tooltips
  • special trader events could overlap (same trader multiple times)
  • genetic gender of starters didn't align with actual gender
  • ai turns shouldn't take the same time if they don't do anything
  • fleeing into another encounter was bugged
  • naturally spawning relays didn't do anything.
  • home portal was listed twice in teleport menu.
  • only basestats were checked for tavern jobs (ignoring traits like strong etc.).
V0.11.0.0 Changelog

Species:

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


Difficulty settings:

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


Town:

  • Map for quick overview of the town
  • quickacces to locations/certain things
  • useful tooltips/infos for locations in one place
  • highlighted places that require attention (eggs hatchable, special portals etc.)
  • new location with some special items


Tavern:

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


Fusion:

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


Arena:

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


Difficulty settings:

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


QoL:

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


Other:

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


Bugs fixed:

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


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

V0.10.0.1 Bugfixes

Bugs fixed:

  • Could infinitely recruit one of the new "unique" characters (and at full team cap)
  • New unique characters were missing the "unique" trait (didn't have any effect)
  • Transforming (corruption/evolving) didn't immediately change combat movementcosts
  • Mindcontrol didn't work
  • Journal didn't block inputs (show tooltips of characters behind)
  • Flying characters couldn't fly over lava
  • Some difficulty modifiers affecting random encounters were pointless
  • Change: characters with ice affinity don't break ice and can freeze water
V0.10.0.0 Changelog

Overworld:

  • Removed random encounters
  • Enemies move on the Overworld
  • Finer strength evaluation of teams. (based on size, species, genes etc.)

(Actual encounter difficulty is mostly the same as before)

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


Combat:

  • Snow/ice tiles exist in battle
  • Some tiles have effects that trigger at the start and end of each turn:

lava burns, water weakens, snow/ice slow


Characters/Species:

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


QoL:

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


Other:

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


Balancing:

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


Noteworthy bugfixes:

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


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

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

V0.9.10.1 Bugfixes

Bugs fixed:

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


Changed:

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

Tentacle basespecies:

  • basespecies + hybrids.
  • mostly combo based species, working together with the different hybrids.
  • not accessible as starters. Mostly unique to creation.

can be recruited as other characters.

  • creation enemy encounters now often use those species
  • Creation-mc can replace a species gene with the new one, creating a new character
  • new skilltrees (some changes to old ones) - new abilities etc.


New player experience:

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


QoL:

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


Other stuff::

  • some new events
  • starters can increase their max level at the cost of exhaustion
  • a new creature
  • "slime" trait increases speed on slime. characters can still have normal movement types
  • starting progress towards statgains is based on genes instead of 0.

(previously the first levels nothing happened, because most things don't progress 100%/lv)


Balance:

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


Noteworthy bug fixes:

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


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

V0.9.9.1 Bugfixes

Fixed:

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


Changed:

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

Characters:

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


NewGame+:

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


Other:

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


QoL:

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


Balancing:

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


Noteworthy bugfixes:

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


Only unlockables.sav is compatible

V0.9.8.1 Bugfixes

Bugs fixed:

  • massSeduction skill had the wrong type
  • some skills obtained later for crea/druid couldn't be (re)selected (or for summons instead)
  • enemy preferences were shown in tooltip, defeating the point in revealing them
  • changing cock interest in any way would set it to the characters pussy interest before
  • Evo: exp didnt reset to 0 each level (every level took 10 exp only)
  • Evo: LRes is not affected by level bonus anymore
  • basic insect abdomen part had the shadow manadrain instead of basic extractMana skill
  • seduce triggers applied before animation/pic ended

(also caused softlock when seducing with lifesteal kills a character)

  • passives for hybrid species couldn't be unselected
  • training battles didnt have fitting difficulty and started too strong
V0.9.8.0 Changelog

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

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


Evo:

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


Crea:

  • no way to increase own genes
  • created characters are more similar to other characters and don't get flat stat increases


Combat:

  • small closeup pictures/slideshows for lewd actions, based on bodyparts (can be turned off)
  • Trying to tie combat and lewd stuff together a bit more.

Not sure about the pictures thing (ambiguous color vs fixed, etc.) and didnt want to commit much time to it before getting some feedback, so there are just a few, so a lot of interactions don't have fitting pictures yet.

  • can select seduction type (ass,pussy,tits,cock) affected by different things.
  • pussy/cock based seduction changes targets interest based on seducers attractiveness
  • seducing has a crit(ldmg*2)/fail(ldmg=1) chance based on the preferences of the target.
  • (only the preferences/stats shown in the quicktooltip matter)
  • recruitment chance is slightly increased for each known preference
  • enemy preferences will be revealed as you perform certain actions.
  • Ai will also act based on what they know about preferences.


Characters:

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


Other:

  • base spirits and first evolution sometimes spawn in the wild (rare)
  • removed specialtraits from chosen affinity, as they are now in the skilltrees
  • new seduction triggered passives for succubus characters
  • some other new skills/passives
  • lifesteal now drains hp (increases dmg, but doesn't heal on overkill)
  • photosynthesis trait for plants (don't require food)
  • Evo's percentage based stat changes will be converted into base stats after transforming

(are affected by traits/easier to read)

  • Stat bonus for evo levelups are only applied after transforming
  • new modifier for unique starter spirit
  • new modifier to remove (or increase) many limits (enemy/hostility scaling, genes/level etc.)
  • tit/cock size preferences are more likely to be higher
  • good score in sextraining changes tit/cock size preferences towards yours
  • Entertainer profession gets *2 bonus on town-npc objectives
  • info about current best ritual level in combat quick tooltip, marked with +/- if its higher
  • made it more obvious that you can scroll down in character gallery (some may have missed it)
  • removed fusion from the breeding screen


Balancing (most important changes):

  • when the maincharacter falls in battle, morale is only decreased by 50 instead of set to 0
  • Evo human form has very high LDmg, making it especially useful early on
  • water starting spirit has a more versatile skill

(splash: moves water + deals dmg)

  • removed requirements for watermermaid evolution

(always guaranteed to get to stage 3 with any spirit)

  • can't lose the game due to reputation as prince in free play
  • crea doesn't start with slimeheal


Only unlockables.sav compatible