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milk/energy buff upgrades for crea were outdated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resting tooltips were outdated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)
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
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