Описание:
Главным героем в настоящее время является женщина (или Фута) человек (все еще не совсем уверен в этом. Может быть, она станет уникальным видом, которого нельзя найти нигде, что делает гибриды между ней и чем-то еще уникальными). Там будет много базовых видов (в настоящее время только 7 (Кентавр, Гарпия, Ангел, Суккуб, Русалка, Завод, Лаваджирл)) и все возможные комбинации в качестве гибридов, как ваш пул персонажей для вербовки из / породы. NPC будут в основном вариантами этих видов или полностью уникальными.
Main character is currently a female(or futa) human (still not quite sure about that. Maybe she will be a unique species that cannot be found anywhere else, making hybrids between her and anything else also unique). There will be a lot of base species (currently only 7 (Centaur, Harpy, Angel, Succubus, Mermaid, Plant, Lavagirl)) and all possible combinations as hybrids as your character pool to recruit from/ breed. NPCs will mostly be variants of those species or completely unique ones.
Год выпуска: 2020
Жанр: 2d game, 2dcg, anal, big tits, creampie, fantasy, female protagonist, futa, trans futa/trans protagonist, handjob, male protagonist, management, monster girls oral, rape, rpg, strategy, text based, titfuck, turn based combat, vaginal
Цензура: Отсутствует
Разработчик/Издатель: www.patreon.com/Syvaron
Платформа: PC/Windows/Linux
Тип издания: В разработке
Таблtтка: Не требуется
Версия: v.0.28.0.2
Язык игры: English
Язык интерфейса: English
Warning: Most cheat codes flag your save game as "cheated" and you can't unlock traits etc. for the next playthrough.
v0.28.0.2 - 2024-08-17
Bugfixes:
If you would get a new tracker entry while already having all, events would softlock the game.
Dates could last forever if you only use talk/location activities.
Gene enhancer displayed +2 as possible range, instead of +1. Luckygenes randomly applied to gene preview.
Changes:
Added difficult mythic essence portals. They appear after you won the game.
They always have one strong new enemy modifier.
They generally provide unique essences as tools for more flexible teambuilding etc.
Changed some tracker requirements/chance, particularly town recruits.
v0.28.0.1
Bugfixes:
drink daily check was reversed
new achievement unlocked wrong thing.
a new unique had wrong movement type.
"Bug"-fixes:
Reworked insectgirls a bit.
Updated queen/drone sprites.
Both Queens now have a different drone summon to collect and one for combat.
Drones start at 0 mana, but can collect more for the queen.
Combat units can't transfer mana, but have useful skills etc.
Most hybrids have some new onGettingFucked triggers. Abdomen now let's those trigger even if no partner energy was spent.
v0.28.0.0
Characters:
4 new uniques.
added new events for existing uniques.
buffed many weak/mechanically boring uniques in some ways.
Added more "chance" skills to uniques. Let's you adapt them or for use as 4th mc.
Added some missing unique sprites.
Roctu is no longer exlusive to rock element. Requirements for town summoners changed.
Unique-tracker:
New tab in journal.
Mostly affects non-freeplay games:
At the start of a game you get a few optional hidden uniques to track.
Other uniques won't appear in that run. (until later)
Always start with one entry you don't have in the gallery yet.
You slowly reveal information about how to encounter them as you trigger events.
If you have the gallery entry for a unique, revealing their name immediately reveals all other infos.
General chances for recruit events are higher. Some requirements are changed. (specifics shown in gallery now, if unlocked)
Fixed story or reward characters are unaffected. (Terra/Avy/Sangara etc.)
Each character recruited this way has a random bonus (until fused). (+50% str, +100% beauty etc.)
Generally the goal is to make timed runs more varied as you get different strong uniques early on, while not completely displacing normal units.
Values will likely change with testing.
Fishing:
Added small pond overworld objects which act as consumable fishing spots. possible in rare biomes.
New fish and bait. Can fish items based on portal wealth. (catch baitfish first)
fixed camera bug in portals.
QoL:
Added a button to lose fights immediately in combat menu. (prevent some possible softlocks etc.)
Added genes/personality infos to hover for uniques in gallery. Also includes recruit infos and some lore text.
Added small checklist of possible daily things as tooltip for sleep button. (bug: drink daily check reversed)
Other:
new events. Changed colored plants event.
Encounters through events/colloseum etc. should more accurately represent biome, including special species etc.
Injuries heal at 100/max stam/morale. Infirmary just lowers the requirements.
During freeplay, rival power increases after raising world level, not with time.
v0.27.0.1
Bugfixes:
maincharacter couldn't freely replace uninheritable skills.
some issues with human species inheritance.
freeze didn't count as negative status for lizard 5 synergy.
challenger achievement listed wrong goal.
could exceed max genes with farm potions.
gene enhancer didn't always display increased max range.
Changes:
Added a new unique.
Hatcher trait now let's you instantly hatch one egg each day.
Fusing humans also results in different types based on genetics.
All types count as human for unique inheritances.
bonus fusion cost doesn't increase in freeplay.
daily battles requirement always fit mc size.
changed some overworld effects/removed distortion.
spawned flowers have more mana.
v0.26.1.0 - 2024-02-26
Characters/Species:
1 new unique
added fungal spirits as unlockable starting option.
added electric base spirit. (also unlockable)
1 new special hybrid.
Brothel:
Added some bonus modifiers for various team setups with special effects.
Multiplier should more accurately show in total appeal.
Buying/Expanding rooms is cheaper. Even more on fast games.
Added a few actions/traits for shows
Endgame stuff:
Added challenge portals after winning. Each day you choose portals to open with increasingly high difficulty.
Enemies in there have a higher cap on level/party size.
Special rare enemies can spawn in there.
SaveSystem:
Should be much faster to open save window with many saves.
Now an additional file is created in the saveData folder, storing information.
The file isn't necessary and could be deleted etc. temporarily removing info from the save window.
File is readable/searchable. Journal entries will be included there. They also appear as tooltip in save window.
Saves from the same start can be more clearly recognized by an id.
Can sort saves by name/id/character/date.
Can toggle a simplified view.
Quickruns:
Seeds can contain things to modify them. (case sensitive. can use multiple)
"Crea/CreaM/CreaF","Evo","Druid/DruidM/DruidF","Other" to guarantee mc.
"Fav" for currently favourite gallery character/4th mc. (seed won't be fixed with differetn selections)
"Fire","Water"... for affinity
"Fusion","Fusion+","Farm","Farm+" override default farmfocus
"Medium","Long","FreePlay", override gamelength
Other selected traits: Gacha, Natural, Hard
Example: "FireCreaGacha69" = starts a run with Creation/Fire element and Gacha, while other stuff is random.
Each unique seed should always result in the same start more accurately now.
Other:
4 new difficulty modifiers and 2 new achievements/traits.
Added some town npc objectives/tasks.
Npcs now keep up to 2 actions for the next day if unused.
added some new events/gallery entries
Option to keep items in party stash when returning
many small changes
Balancing:
Sprout now costs 0ap. Druid hiddenpower skillnodes have bonus stats.
Buffed some slimebulb abilities. Crea gets a skill to throw bulbs. Infected also heals/damage 10% if it's higher.
Spores created by spore effect have genes equal to their origin.
Item value no longer scales exponentially with upgrade ranks.
Noteworthy bugfixes:
Hostility didn't scale correctly based on distance to portal. (could be a lot higher early on)
portals with all species had centaurs with twice the probability
tavern quests were halved while below 50 reputation, instead of -50
tanid team perk also gave the enemy a slimebulb.
many other bugfixes.
v0.26.0.0 - 2023-12-27
Events:
new date events
Some new town events for uniques.
Alternate path to secret ending (not requiring Terranva)
Changed some endings and added some story event pictures.
Normal/bad? endings have a special event/challenge after you won.
Characters:
new boss fight in succubus world
3 new unique characters (all from new boss encounter)
Updated art: Mya, Godform. Added some clothing for Lumira,Mya.
Noteworthy species/character changes:
Summoned drones have abdomen trait, letting them collect energy through presenting.
Added presenting based global passives to Inara and morta
Added mc traits for Zil, Eisvyl and Ara.
Lightaffinity also triggers at combat start
Gallery:
Can toggle automatic loop/reverse and change speed. Skips not unlocked entries.
Changed some controls for expanded picture view.
Can now advance to next total picture, regardless of it being a variation/alt/next scene.
Can also change category and go backwards.
Balance:
Starting portal is really easy now and can have any random subspecies. (on the first day the stable portal tab opens by default)
New players should be able to explore combat more easily with low threat now.
Peaceful modifier prevents scaling based on distance to portal.
Combat professions (knight,magician,battlemaster) are stronger
Replicate costs mana. (glowflies can't use it firt turn)
After winning a battle you get a turn of ambush protection
tundra/desert events spawn more frequently
Other:
Fertility/virility genes also increase energy/milk capacity and regen.
The bonus essence choice for picking yellow profession is only consumed after choosing an additional option
Can marry any unique character for generic stat boosts/essence (unaffected by recruited town npcs)
Dating wife grants a temporary special card in your deck.
new achievements+ traits
Can see character tooltip from Fusion/Farm window.
removed the mark toggle from home screen to prevent accidental changes
many bugfixes. (Overlooked a new bug. the sharra upgrade actually upgrades Ara instead)
Next update is probably quite soon, mostly focusing on writing and cleaning up placeholders.
v0.25.0.1 - 2023-11-11
Bugfixes
Sometimes passing day with too high or low rep caused errors/softlock.
lumira event increased current stam instead of max
level didn't get inherited properly within ranges in some circumstances.
Changes:
"Explorer" removes price scaling with upgrade rank. and only doubles wealth.
common items now scale 25% each upgrade (though forgot to update tooltip)
New bug: items with manacost above 5 get lowered to 5 on upgrade.
v0.25.0.0
Characters:
6 new species (1 robot, 2 biome uniques, 3 evolutions)
2 new uniques
added clothes/parts to some uniques/species
Items:
Can merge items. Sword + Sword = Sword+1 etc.
Each level increases item stats based on a percentage. More for higher rarities.
Can freely buy expensive basic items at the market.
Different options unlock with reputation.
Portals:
Wealth is now a percentage value.
It acts as a multiplier for base resources/gold gained.
Also affects chest/combat item's level each 100%. (340% = itemlevel +2, with 40% chance to be +3)
Always start with a fixed special portal (either desert/tundra or caves)
full reveal range of hidden tiles (deep forest etc.) based on half your vision instead of 1.
Town:
New town events/date events
Updated some pictures.
New brothel guests.
reputation can be between -100 and 100 granting various effects at certain thresholds in both directions.
(visible on map screen)
some new fer/vir based settle options letting you control portal populations.
Other:
Changed Oriel start and added quick tutorial from start menu.
(Less overwhelming and easier. Get characters as they become relevant for the guide)
Added "Durable" modifier, doubling all hp growth. (test for less glass cannon battles)
Evo's flexible trait also allows access to her unlocked skills for all allies.
Lure is less restrictive.
tavern quests with resource objective won't also have a resource reward.
many bugfixes and small changes
v0.24.0.1(2023.07.05)
Bugfixes:
events in portals with native shadowgirls could cause a softlock.
some wrong date cards/targets
antidote item skill didn't work on infinite poison
stone affinity started with +2 armor.
portal tooltip on overworld was placed in wrong position.
Changes:
S_unit event won't reapeat after winning a few times.
S_units can be build and spawn among other robots.
Ambush chance on starting portal is 0.
After fleeing/getting ambushed, gain protection from ambushes for 1/2 turns.
Limitbreaks are a bit easier/have less resistance.
Home in dates is more likely to generate character events at high lewdity.
All date events now have generic tooltips to tell what the basic values are.
Added a home event to add excited once per date (keep lewd when changing location)
removed a few high lewd cards in starting decks.
v0.24.0.0
Characters:
6 new species
2 New uniques.
Some existing characters/species have a new type of global passive that can affect anything.
Active when character starts on the field. (works similar to teambonuses/essences)
Insect special trait to count them for certain effects/bonuses.
Some new skills.
Dating rework:
Changed most things about dating.
Generally simplified stats and more controlled access to events/increased porn density.
Removed stances and seperate deck types.
Card upgrades are a lot more impactful.
Starter cards can only be upgraded once, encouraging adding new random cards for variety in run.
New utility card type that can be played for free, but not two in a row.
casual/lewd skillpoints converted to utility for more control over your deck
category requirements only require either target or used part to be of the category
Also added many new events.
Some recruited unique characters can appear as random events in certain locations.
Also acts as more solid foundation to add more events in the future.
Overworld:
Party can have lasting effects.
Visiting your first portal each day and camping gives well rested buff, temporarily removing movement stamina cost.
Can use workforce to hire scouts for bonus vision.
Can spend morale to increase movement speed for a while.
Some tiles (deepforest etc.) don't fully reveal until standing next to them. (still count for exploration)
Enemy parties now have a chance to ambush you when moving away, while adjacent.
Otherwise they won't engage when moving.
Chance mainly based on power difference and battles won in the portal.
New common events based on native species of a portal. (incompltete)
Rescue and ambush events have some more variety.
Anomalies prioritize unexplored tiles.
Other:
Gallery now has tooltips for passives/skills.
New achievement for mushroom starting trait.
Some basic arena battles have species requirement but higher rewards.
Careful with voltblades! (they can hit any other character now)
Many bugfixes/other small changes.
v0.23.0.1(2023.04.18)
Bugfixes:
"Resonance" could be used on any enemy.
When enemy uses "Martyr", it healed player units.
Evolution skilltree radiation immunity was lost when transforming. (could miss new event trigger)
Changing skills of wife or unit with flexible would still put adapted trait on.
Lumira wife trait partially applied always.
Mya increased brothel income instead of Flora.
Strong fusion focus didn't have the crystal cost reduction.
Special of Suzy as mc didn't work on strong lifesteal.
Could close hatching window during selection, losing the character.
Sextraining used old fertility formula and didn't consider traits.
Could remarry same character after they got defeated in battle and got stat buffs again.
A spirit genes skillnode in crea plant tree was bugged.
Changes:
Wormaids had aquatic movement, making them weird for desert movement.(also had default growths)
Drought passive buffed.
Now, only half of magic strength is added to spirit genes.
Added cheat "mctrait (name of genetic trait)"
Buffed some old special hybrids/their unique skills
v0.23.0
Changelog:
Characters:
4 new species.
3 new uniques.
Fertility and Virility change:
Daily egg progress is now equal to the lower value of a pair.
(35% + 50% = 35% progress. (previously multiplied 35% * 50% = 17.5%)
Generally now higher at lower values, lower at high values.
Can choose to marry one of the town npcs, giving various bonuses.
(Requires not recruiting any other. Should reduce repetitive same recruitment)
Creation:
Udated skilltree. Generally can adapt summoned character traits very freely.
Corrupting characters keeps "starter" trait
New special elite summon.
New ending
Evolution:
Changed some skilltree nodes.
Some story additions.
Druid:
New special elite seedling evolving from any base spirit. unique skills based on element.
"Finalize" options are stronger.
Unlocks new adaptable skill with bloodmagic. (bugged previously)
Seedlings can still reshape even after evolution, at slower pace.
Focus:
moved farm focus to starting selection.
5 choices with more extreme options. Option to disable either for bonuses in the other.
New achievement/trait related to doing neither.
Quickstart/seeded runs:
Can sometimes start as any unique character/species.
More impactful unique special modifiers/essences.
Generally one base species threat, some starting bonus and a neutral modifier.
Less normal difficulty modifiers/traits. Should be easier to parse starting conditions.
Shows short summary in log on start.
Other changes:
Fusing uniques into same species keeps the unique's growth/passives/specials.
Can now also enter shadow with full shadow team, not needing glowing.
Dark starting element can craft potions to change type to dark.
All characters can do basic brothelshows now.
Some new events.
QoL:
In the quickmenu, you can now quickly assign marks by dragging characters into the icon.
When fusing, can press a button to maximize genes. (considering chosen focus)
Noteworthy bugfixes:
Creation adapt skill options were based on her skills, rather than unlocked ones.
Shiro wasn't recruitable for non druid.
Town healer didn't appear on first day when skip intros was on.
Stat growth predictions didn't consider current progress correctly
4th mc interaction with rival power was bugged in some places.
Evo transformations were bugged with traits that applied passives.
V 0.22.0.0(2022.12.27)
Maincharacters:
Actually all uniques can now be selected as main character (including town npcs etc.)
All unique characters have some bonus when used as maincharacter.
Gallery keeps track of which uniques you've won with already.
4th maincharacter has their own companion and some story stuff/events.
new special unique character that is the default 4th maincharacter:
More specific tutorial/starting guide.
Various starting bonuses.
4th maincharacters have access to some skills to adapt, generally focused on terrain manipulation.
Removed the alternate loss condition of druid based on reputation. All characters now lose based on failed kings quests.
Druid gets doubled relation with the king instead.
added access to gallery from character creation, allowing you to select 4th maincharacter easier.
Dating:
more events
Events generally interact more with cards and score.
New status effect that increases all score gain after climax.
Score from casual cards lowered.
Other:
more events
can trigger a basic brothel shift once/day triggering various events/guests to serve with rewards based on sex skills.
Removed stat bonuses for starting element selection.
Removed the individual sex training.
Removed month/week/season. Now ui shows days based on game length.
Also shows kings quest timer and some reminders for special portals in top.
"wild" modifier adds a random creature instead of 2 plants.
If you only use bonus traits/profession, you get some extra starter points.
some town event uniques can be recruited instantly after having them unlocked in the gallery.
Many small changes.
Balance:
starting quest for short runs is 6 days. (quests for day 6, 10, 14)
cheaper uses for workforce.
final mission is open for less time after reaching your game length.
All basic spirits/seedlings have +2 speed to always have some utility.
Changed some difficulty/hostility scaling based on game lengths.
Rival power more consistently reflects their power. Also have fixed amounts of spirits based on power.
Rivals are generally stronger. power affects their own stats more.
more varied enemy compositions (few stronger or more weaker enemies possible)
Eggmastery caps at 100. Angel/Demon potential can't increase above max level, but are cheaper.
Changed some numbers for difficulty modifiers.
Final mission is open for less time.
Noteworthy bugfixes:
Couldn't do some achievements that require winning in freeplay.
free play special portals had wrong/unclear thresholds.
Girata was bugged.
Dunecasters didn't spawn.
V0.22.0.0 only unlockables.sav is compatible
(To transfer unlocks, copy old "saveData" folder over and remove .sav files that aren't "Unlockables.sav".
Or create new saveData folder and move unlockables.sav)
V0.21.0.1(2022.09.26)
Game modes:
More clear distinction between different game lengths.
Added 15 day runs as an option.
Free play: can freely open special/story portals after reaching certain world levels.
There shouldn't really be anything exclusive to non freeplay runs anymore.
Removed the longest time limit modes, as you can basically set your own for free play.
Added an easy mode in difficulty modifiers. (Doubled mc stamina regen)
Renamed "casual" modifier to "gacha" to not imply a difficulty decrease.
Maincharacter:
Alternate gender maincharacters (Male creation, Female/Futa druid) with slight differences.
Every unique character (excluding a few story ones) is playable now.
Select any unlocked character (or species) in gallery to set as playable mc in character creation.
They have less mechanics (no skilltrees) and serve as a simplified game mode. (for example for 15 day runs.)
Characters:
5 new uniques.
6 new species.
New main world biome.
Other:
new events. Some gallery entries have additional immages.
Filters for quick menu and character selections.
Optional species skills are evenly split now. (previously almost impossible to get later ones.)
When hatching a character, you have the option to send them away, gaining workforce instead.
Level tooltip shows specific stat gain numbers per level and at max level.
50%+ encumbrance doesn't half movement time anymore
Dating:
more events
Smaller deck size
player has more actions at a time.
Partner only has one action at a time and doesn't reroll naturally. Generally higher score value than normal.
Many actions can generate specific other actions for partner.
score of cards never decreases during dates (always either fun or lust. Also smaller decreases.)
Noteworthy bugfixes:
Could duplicate characters in quickwindow.
An elf event reward wasn't choosable.
evolutions didn't consider size for starting stats.
evolving characters didn't immediately update your party stats.
starting guide marker didn't immediately appear when reloading area etc.
Cheats:
Some new cheats with parameters (example input: "trait Strong")
item (itemname): get any specific item
Affecting first character in party:
trait (genetic trait name): add genetic trait
personality (personality name): add personality trait
learnedskill (learned skill name): add learned skill (precision etc.)
clearpersonality: removes personality traits (doesn't reset stat changes)
special (special name): add special trait
Next:
I'll try to actually not add any new species/uniques etc. for next update and focus on other stuff:
Dating / personality / interests
Sexscenes / closeups
Town events/ More scenes / quests for uniques.
Clean up endings / story stuff.
0.20.0.0:
Changelog:
Base species:
Starting species will determine some starting essences.
Each species has 2 essences. First a small general effect, second often incentivises focusing on that base species for combat etc.
Either get 2 rank 1 essences or both of one species.
Team Synergies:
You get various party buffs based on your team's base species count.
Each unique species will add towards their base species count.
Enemies will also have access to these perks based on their team.
Events:
New unique world with various species etc.
A few other new events
random relax/explore date events are more likely (individual chances), but most are once/date. (early on, almost guaranteed to trigger some events, but get less likely as they diminish)
Items:
many new, mostly legendary items.
Reworked many item skills.
Most non-consumable item-skills now have uses per combat.
Items with 0 range instantly cast on self.
Skills:
Each maincharacter has a way to adapt skills of characters. (uses same one-time adapt as traits)
Druid can put a fixed set of skills onto spirits/seedlings.
Creation can adapt any character with her unlocked skills.
Evo can adapt any character with skills from the possible species/base species skillpools. Her upgrade makes it infinitely reusable
Druid can unlock various unique plant skills by exploring certain biomes.
QoL:
Quickmanager has more options. Can also shift click tabs to sort.
Can also select characters to enter breed/fuse screen with them selected. (new drop field)
Added small summary to start-game button showing starting essences/element etc.
Base species more color coded in various places.
Other:
Added new modifer where you get characters of random quality each day, but other methods of aquiring them are much worse. (can get otherwise rare/late-game characters early on etc.)
Updated some species/item art.
On the overworld, enemy party info keeps one unit unknown.
Changed order of some damage calculation (sacrificed hp shouldn't be affected by vulnerability etc.)
Temporary characters for events immediately join battles, regardless of party size.
After reaching Avy's world, she gets a different starting option in future runs. (skipping most pet training)
Many smaller changes
Noteworthy bugfixes:
Mushroom evolution was bugged
Could lose dropped items when updating overworld inventory.
Life loss effects were affected by lust/vulnerable etc. ignoring requirements of having enough hp etc.
many more
Next:
I probably try to not add any new mechanics/uniques/species etc for some time.
Instead I'll focus on finishing dating, adding interest/personality etc.
+ descriptions and closeups for scenes.
Also update some old art, mainly ones that still have the pre-hex combat sprite.
Then add some alt versions of existing species/uniques.
I also still have to clean up some story stuff/endings etc.
v19.0.1
Bugfixes:
Ryxhora event triggered daily
Resurrection effects caused some issues
Arena service affected all battles
overworld heal could heal less than expected
Crea corruption
Enemy overworld parties didn't move when resting on portal tiles
loadout sizes weren't saved
loadout difficulty didn't update immediately
v19.0.0
Overworld:
world changes a bit daily (forests grow/expand etc.)
some objects/encounters/events etc will be replaced/removed each day
hives don't appear in stabilized portals anymore
new structures with various effects.
workforce as a new resource which lets you just use gold to make some orders.
get more from reputation/kingsquests or firing high relation characters.
Druid starts with more and higher basic increase
new special biome
Special biomes worked incorrectly and generally only generated max 1 per portal
Can send items/resources on floor home without leaving. (from portal/camp tiles)
Some more special stuff in Avy's home world.
Characters:
New spirit (5 new species. Can't be chosen as starter)
2 new uniques
3 new other species
new skills etc.
Other:
Added limited rerolls per date. (bonus for each unplayable card)
Added more pictures to dates (mostly Hebi/Devy)
Added other pictures to gallery (many exclusive to it)
Elites are only limited to one per species (testing for now)
much higher recruit chance if only one enemy left.
Additional early common essence portal at day 2 to get started
Brothel-score regarding tips has diminishing returns
Partner dating cards now generate partially based on current lust value
Can sort by time since you got the character
Character selection always shows their current location
Lure now spawns a random enemy party nearby
Morta got a unique genetic trait
swamp slimes can replicate
Gene info on quick manager shows if a character is adapted
some other small changes
Noteworthy bug fixes:
firedragons couldn't evolve
celia date crashed game
anomalies could teleport into impassable terrain
some tavern quests couldn't be completed
AI ignored some type of skill requirements
In dates partner sometimes generated a play card
daily material income was kept over when creating a new save
event tiles in special portals didn't renew daily
slime kept spreading after hive removal
Game is locked to one instance now (might prevent some weird bugs where it opened multiple times and deleted saves.)
Only unlockables.sav is compatible
v0.18.0.1
Characters:
Each element now has a nymph evolution (4 new species)
Generally more evolution skill choices and more descriptive text
Most nymphs should provide a lot of synergy and flexibility to their element.
new skills
new special hybrid
2 new special species
new unique
Flora art update
Dating:
a lot more events/pictures
more cards/upgrade options
can only date each character once/day
most uniques have a small unique dating effect/passive
Overworld:
Full portals are now saved (savefile bigger based on current loaded portals. might cause loading of the save selection screen to take longer with many savefiles for now.)
Changing tiles affects daily changes/regrow things
separated building/terraform menu.
(foundation for more complex buildings with storage/ability to assign characters etc. in future)
some things can be build at higher range
Town:
some locations have an additional npc
some more special options and events
evo-show update
in shows, guests now leave when satisfaction stays at 100 or 0 for 2 turns
time cost for show-actions and duration halved. (ranks increase max time)
Removed the nearby location buttons
Removed some library tabs and updated info.
Start:
Added loadouts for starting selections.
Mc-genetics from character creation give bonus base stats now.
Some genetic starting traits have additional benefits.
One random profession has a yellow bonus, also giving you more options for first essence.
Other:
Cleaned up some decriptions/tutorial etc.
Updated story/lore stuff to be more consistent.
Druid has a new starting passive, granting a bonus based on stance.
Expanded fairy help suggestions
Unique looks and some abilities are kept after fusing, if the species matches.
Characters can toggle between guard and shield as defensive action. (testing for now)
many small QoL changes
some new "cheats":
"skill+ +skillname" list species with that skill (e.g "skill Fireball").
"passive+ +passivename" to list passives.
"glimpse" to reveal gallery temporarily without messing with unlocks.
those don't flag a file as cheating.
While a file is flagged as cheating, you're now never encumbered.
Noteworthy bug fixes:
Soft lock when a character had regeneration/bleed effects at the same time in a specific order.
AI-focus setting didn't do anything.
character quest rewards were always the same
some types of dating action didn't immediately update stats.
growth essences only applied to fusions and not eggs.
some elemental weaknesses weren't consistent with tooltips.
Next:
I still have to write descriptions for scenes/events, which was kinda the main thing I wanted to do this update.
Next I'll probably clean up/add some overworld events, fill in town stuff and add many rare world objects/biomes etc.
Otherwise there aren't that many placeholders etc. in the game anymore and the core will soon be mostly finished.
v0.16.0.1
Characters:
5 new uniques
10 new species
2 new special worlds
Reworked some Evo special forms
Added some upgrade events for many unique characters with new skills etc.
Some new clothes/futa variants
Some species are now elite species (max rank spirits and world bosses). Can only have one elite in your party
Elite species are generally stronger and more unique now.
Gameplay/Combat:
Added many global passive effects, obtained by beating short unstable portals every few days.
When choosing exclusively from highlighted bonus professions/traits at character creation, you'll start with a special pet
Spawning/destroying hives gives some skillpoints based on a portals native species
Added new status effects strength/magic charges (Stacking effects giving lasting 10% strength/magic each)
Changed some basic traits like strong/resilient etc. to affect base stat growth instead of being a multiplier
Eggs created by maincharacter get a special trait. Gain various bonuses based on maincharacter and amount of these in party.
Daily arena battle that increases difficulty/rewards of future daily battles when beaten.
Camping duration reverted to shorter times, but doesn't restore stamina. (instead it sets it to a minimum if it was lower)
- removed level requirement for recruiting. Recruiter trait now increases lust after failed attempts
firing characters in town has no morale penalty
quickruns start with less characters and you get a random essence
removed stealth
removed weather effects at turnstart (spreading water etc.)
QoL:
Quick/auto save always appear on top of the list. button to directly open save window.
Highlights saves of current file. no overwrite confirmation needed for same save
Hatchery shows a value for total genes of eggs
In combat, middle mouse button doesn't show character tooltip if the character is selected
Can see current ritual level of species in "other" character tooltip section
Other:
more events/scenes etc. (some in categories of existing gallery)
some changes to dating, but still a placeholder. I'll probably just rework it into something more simple/fun.
many bugfixes + smaller changes
v0.15.0.1
bugfixes:
- some stamina gains/losses were reversed
- ai didn't do anything when they had massheal skill
- unique xhana event never triggered
- angel had a wrong picture
- farmpairs set to farm didn't grow food
- egg/crystal setting for farmpairs didn't save
- score didn't update for hardest battle/portal
- an_3 upgrade was bugged
- quickshooter didn't do anything
- only had to meet requirements for one character for training quests
- phoenix permanently lost attacktype after hatching
- consuming hatchery upgrade counted itself for shares
- female only setting didn't work for some species
- slime didn't remove overworld stamina cost for crea
changes:
- less frequent combat mods for portals.
- native species rework:
- - portals have main and subspecies
- - first part is almost always a mainspecies. secondary can be either.
- - lizards/mermaids are more likely to spawn in water and mermaids spawn less on other tiles
- new very rare creature (also in elementalist evolution branch)
- tamers now start with that creature with max level 20
- some new skills/skill combos
- new movementtype for lavamermaid and that creature. (fast in water/lava)
- changed some overworld-skills (scouting etc.) to use stamina but lowered manacost
- fusion focus gives high chance to inherit up to 2 learned skills instead of 1
- rescue event characters have a guarenteed rare genetic trait and the portals trait
- made some finalize effects stronger
- added futa option to lonada
- added stronger divine favours for a new profession/trait
v0.15.0.0
Characters/Content:
- added new story path/alternate ending
- 9 new species. 6 new uniques.
- new achievements/professions/traits
- new events/scenes etc.
Challenges/statstics:
- 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
v0.14.0.1
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
v0.13.0.1
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
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
v0.12.0.1
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
always start with an S-rank tavernquest available
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 low 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
First weekly seed: "glowing"
v0.11.0.1
BugFixes:
- 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.).
---------------------------------------------------------------------------------
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:
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.
Noteworthy bugfixes:
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
v0.10.0.0
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:
- can'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.
v0.9.10.1:
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:
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
v0.9.9.1:
BugFixes:
- 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
v0.9.9.0:
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
v.0.9.8.1 Bugffixes
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
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Only unlockables.sav compatible
0.9.8.1
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
v0.9.5.1
Changes:
Gallery:
can easily view unlocked images/characters
greyed out images/hints for non unlocked things
includes unique characters/special hybrids etc. with infos
can cheat in any selected character with selected bodysettings (button only appears after cheating previously)
Content:
special mission for crea/druid with 1 unique character each
some linear progression/rewards for each town location/npc (spent x money in shop etc.) with some unique rewards (1 other new unique + 1 new species, new items, traits)
General changes:
changes to some older species pictures (mostly important species + basespecies)
cock/titsize differences are visible for some species (not many currently, marked with star in gallery)
can increase starter maxlevel up to 10, similar to other genes
living space gets assigned automatically at the end of a day if a character is set to outside and some other space is left
random wild characters cock/titsizes and cum-/milkamaount are randomized
can speed up ai-turn by holding space
can cycle characters from inventory screen with a/d
Balance:
Greater heal is now based on magic strength
Fullheal has higher range, removes statuseffects and applies regen based on magicstrength
evo - godform has some special traits(lavaimmunity/waterbreathing,agile)
Tit/cock-growth potions now also increase fertility/virility and have been renamed to that
some changes to difficulty modifiers, allowing more combinations > 100%
lowered gold cost for tavern characters
max number of enemies for low hostility battles decreased
bigger bugfixes:
- bosses counted as defeated when you fled
- kraken boss tentacles couldn't be removed after taming the kraken
- boss achievements didn't show as completed
- random event characters could have stats based on another size
- heat resistance didn't do anything
v0.9.3.2
Bugfixes:
- portals in story/eventportals disappeared => wasn't possible to beat the game
- anomalies spawned in unstable portals-> would have to recall out after using one
(also couldn't use world objects)
- scouting etc didn't work correctly in unstable portals
- learned skills got duplicated when transforming (chimera form)
- evo couldn't easily go back to no tail after getting one
- herbalist trait wasn't selectabl/unlocked for mc
- clothing for npcs wasn't adapted to the new lewdity ranges
Changes:
- in unstable portals you start with half fow, seeing the tile layout
- anomaly/chests spawnrate decreased
- chest spawn rate increased a lot for unstable portals
- for unstable portals, chests have a lower hostility threshold to be higher rarity
- exh cost for unstables decreased to 5
v0.9.3.0
Town-Npc-dating:
- basically some kind of minigame to increase relation/lewdity of characters to recruit them
- You can date the town npcs starting at 20 rel (Not Mya and Flora for now)
- spend time in town while reducing exhaustion
- doable in spendtime tab on character (uses one npc-action) or later in charactermanager
- further infos in tooltip
Overworld:
- half-fow for tiles visited in previous days/expeditions with outdated infos, only showing the biome
- encounter info for fully scouted tiles is not based on distance
- portalopenings are more related to the worldtype. Only ocean worlds can have water restrictions etc.
- new things spawn on the map based on biome (healing consumables, itemchests, crystals..)
- some things are permanent and stay revealed (abandoned houses etc)
- deep water tiles, only accessible with swimming/waterbreathing team
- cutting wood also triggers another basic scoutaction
Other:
- strong bonded mc-skills for reaching 100% relation with a town-npc. (always need to target the npc)
- after a random encounter you can walk a few tiles without risk of another (amount is slightly random)
- some new parts for chimera form
- some new traits
- increased (made easier) req for minimum genes for some unlocks
- a new special species, related to a trait
- 2 new unique characters (same event)
- a new creature species
- injury doesn't halve fertility/virility anymore (once max level injuries are no downside if you only use it for breeding)
- events/battles etc don't spawn on slime
- only start with max 1 ap for ambush events
- wild characters can have more than 1 genetic trait
- quick/slowhatching are stronger
- eventportal hostility is no longer random
- important battles/enemies are harder
- other balancing changes/bugfixes
v0.9.2.1
Evo-mc:
- can copy one genetic trait from an ally and loses that ability until transformed again
- can adapt characters once by adding one of your own traits onto them
- some more parts for chimera form
- added quickselection slots for that form, to save/quickly compare multiple settings
- maincharacter only has one shared level for all forms (each level increases all core stats by 5%)
- global upgrades also upgrade chimera form stats
- special forms unlock similar to creation mc's special summons with "core" upgrades + some genes
- evo gets both base and global skillpoints for rituals
Character Import/Export:
- you can export teams/characters to import in other saves (probably also future versions)
- teams will be put into tiers based on level/count
- you can fight those teams as basic training battles
- potentially weird type of pvp if players share their teams etc.
- folder will be at the same location as the savedata one
General:
- at max lust characters won't lose ap and won't defend at the end of a turn
- you can flee with 1 ap at the edge of the map
- character size affects speed (min speed is always 2)
- rituals now also work for mc with cock and other with pussy
- genetic and actual level is the same for summons/basic transformations (other type of upgrade was removed)
- creation summons share genes with her
- modifier for max mc starting points increased (allowing to go >100%)
V0.9.1.1
Changelog:
Ap:
- Every character has 2 max ap
- Every character regains 2 ap at the start of each turn, but only 1 if engaged in combat
- Most things (move,attack,seduce etc) cost 1 action, with some exceptions costing 0 or 2
- Ending a turn with ap left gives defending to a character (-50% dmg for a turn) and sets ap to 0
- max ap can't be increased in any way like levels etc.
Movement:
- each character has a movementtype like before, and an action and speed value
(e.g. flying charge 4 means can move in a line within range 4, ignoring terrain with one moveaction)
- basic movement skills like Fly/Charge etc. have been mostly removed = more skillslots
- basic charge gives free attack against enemy in line
- press alt in combat to highlight enemy movementranges for 1 ap
General things:
- enemies use skills. (not every skill can be cast and is greyed out (at least for now))
- other ai-changes (can also let the ai take play your turn)
- changed npc clothes etc. are visible in the character info etc.
- enemy strength is less varied based on portal hostility, should start lower and increase consistently
- reduced upkeep + start with food income
- equipment/upgrades/skills and traits etc. have been adapted to the changes of ap/atkcost/movemod and usually affect speed now
- breastsizes are now in cc/ml
Content:
- new unique character
- some new traits
- new events
- added pictures for flora in sextraining (evo/druid)
v.0.9.0.1
Changes:
ShadowGhost:
- New Basespecies + all hybrids
- new skills etc.
Other:
- new special hybrid
- Morale combat effects last forever (unless removed)
- growth/shrinking potions removed.
- many small changes
Bigger bugs fixed:
- character activities would default to "increase morale" in most cases
- using food when camping didnt heal more/restore mana
- only the first artifact special portal ever spawned
- sex-sessions only increased exhaustion when repeated
- setting characters to milking didnt do anything
- fertility/virility was halved for non-injured characters instead of injured ones
- other known bugs should also be fixed
Future updates should be quicker or bigger again.
v.0.8.2.1
saves from V0.8.1.x should be compatible
otherwise only the unlockables.sav is
Mainly just one new feature:
More complex sex-training framework based on sessions (selectable when clicking on a character):
- can select different positions
- can select multiple actions for self
- can select priorities/settings for partner
- can raise a characters interests and sexskill caps
- breeding is possible
I can now very easily add pictures based on positions etc. to this menu (haven't really added any yet. It will probably mostly be for unique characters)
-changed ai
-updated art for some species
-some balancing/bugfixes
I probably won't add any new mechanics etc for a while, while i focus on finishing existing stuff/ add some story and polish everything a bit,
so this might be a good time to give some general feedback regarding mechanics/balance etc.
V0.8.0.1
Changes:
Locations:
- new locations with some stuff to do (mostly just framework for future stuff). No movement costs yet (at least while most things are mostly empty)
- new small resting activities with small upsides, sleeping now always takes 6h and removes exhaustion more efficiently
- town characters have a schedule
- can do shows in the brothel as evo/creation mc, to earn money/recruit characters (only evolution-mc has some pictures for it)
Eggs/Breeding:
- breeding now produces eggs
- progress bar instead of chances (breaking the pairing removes all progress)
- everytime that bar reaches 100% for a character, an egg will spawn (no cap for amount/day)
- instant breeding furthers progress by 1 day
- exhaustion doesn't unpair characters/remove them to your home.(They just rest at the farm with lower efficiency)
- eggs can be modified before hatching which changes the success chances/stats/hatching speed
- egg rewards from portals now give unknown eggs,
- some new traits/old traits affect egg stability/hatching speed
- discarding or hatching eggs produces a crystal
Other:
- tab for journal thing with notes etc.
- new special hybrid
- new starting professions for beating the game
- changes to stats don't affect the base stats anymore (no weird restrictions for items/effects anymore). Base stats and actual stats shown separately
- maincharacter exhauston is generally removed quicker
- using bows give exp
- starting ap is only equal to apReg instead of max-ap
- bugfixes
- probably other changes
v.0.7.5.1
Changes:
- new Combat UI (full party visible, icons for effects etc...)
- basic Settings menu
- new Town character for portals location (relation increases by claiming portal rewards)
- different save types selectable (cheat "unlimited" to revert to the easiest option (counts as cheating though))
- brothel capacity limit (trying to make it less appealing to handle a boringly large amount of characters)
- shop prices decrease based on relation
- items are rarer and their value is increased
- master/god level sexSkills and prostitute profession reduce apCosts for fucking
- 2 new special hybrid
- some new skills
- possible to fuse (high morale) characters for 100% "breeding" chance and doubled rolls for stats (mostly testing how it plays like this, might restrict it to one mc or remove it).(Also a way to get rid of excess characters in a useful way)
- more things affect morale: combat wins, personalities, spending time with characters increases their morale based on your relation etc.
- forests decrease vision/ mountains increase it
- quicksaves/load hotkeys f5/f8
- Cycle through enemies with "ctrl" ,like allies with "tab" (now also centers camera)
- most unique characters have lower genes, because they start with maxlv 20
- some artChanges
- many other small changes/balancing/bugfixes etc.
v0.7.4.0
Creation/Slime stuff:
- added 3 remaining summons for creation-mc
- added startingskill to creation-mc, switched always available "spawnSlime" skill with "SlimeTrail" for spawned characters
- slime is harder to move on /slime charaters walk slower on other tiles
- semi-slime movementtype (ambhibic for slimes)
- new slime related skills/passives
- each summon is unlocked by 2 core upgrades of base species (each basespecies used for one)
- slimegirls are unlocked by unlocking all other summons, they can copy allies now
Other:
- 2 new species
- new seedling evolution
- only 50% bonus dmg (instead of 100%) when lust is above 50%
- when breeding, rolling for maxlevel starts at 5, instead of 0
- genes cant get worse than half of the pairs max value
- some new small events
- some new potion items
- quick training for combat/sex exp with aila/flora
- free play mode
- small money/tavernpoint rewards for completing kingsquests
- art changes to a few species
- spiders have a net ability (same as the net item)
- balancing + bugfixes etc.
v0.7.3.1
Only unlockables.sav is compatible
Mostly balancing etc.
Changed:
- Prince can spawn seedlings which can be upgraded into different species
- Variable gamelength (final mission etc.), beating it = sandbox mode
- Kingsquests are always 7 days and you can fail an amount based on gamelength
- high reputation = free tavernpoints/day (50% buy bonus in tavern, if above 50)
- brothel gives exp in a random possible skill (also reveals preferences)
- you can send characters home if you stand on a portal, without needing to return
- Encounter info now also shows items if youre not a scout for neighbour tiles
- Sizes of characters are also shown
- Encounter generation changed (level and amount of characters doesnt increase at the same time or without limit)
- 3 types of basic encounters (normal,swarm and elite) with different level/amount ratio
- some changes to main events (still only basic summaries)
- fertility/virility of baseSpecies increased
- size only affects food consumption not also basic upkeep
- some UI stuff
- bugfixes
v0.7.2.1
basic prince mc skills/upgrades "tree"
- selectable quessttypes as difficulty modifier
- selectable skills for mc if you have more than 4 (all unlocked skills/were options while transforming etc.)
- better ai
- disengage cost (Higher ap cost to move away from an enemy (if the enemy isnt at max lust))/some movement skills can't be used when engaged
- powerful unique artifact items
- QuickInfo screen (Tab)
- Thing to write notes in
- very basic story event framework/goal/fighting against the other mcs etc. (mostly to test balance etc.)
- human equipment bonus removed (weird with the other human main characters that cant transform)
- buildings stop slime from spreading, fireball gives overworld skill to remove slime
- npc relation gain by greeting removed (didnt make sense, if moving to locations etc. doesnt use any time), instead it just increases each day up to a certain amount
- bugfixes/balancing
v0.7.1.1
Only the unlockables.sav savefile will be compatible
Changes:
- Beastgirl basespecies
- unstable portals(compact high risk/high reward with different maptype) (story events etc. will probably be done like this in next updates)
- kingsquest difficulty selection changes + can carry over up to 2 days from the last quest if you hand it in early
- Changes to some overworld skills (mostly ones targetting tiles)
- No controlvalue for portals any more-> replaced by tentacle "hive" things that creation will spawn (randomly generated if other mc)
They will spread slime over time, increasing creation movement and removing random encounters, opposite effects for other mcs (can be destroyed, will be tied to creations power in the final battles etc. eventually)
- basic boss battles on the overworld map with increased item rarities
- each day there is a chance crystal things spawn in worlds, which you can harvest or gain skillpoints from (rewarding stabilising/building roads and scouting portals (days since last visit is now listed))
-bugfixes,balancing...
V0.7.0.5:
Fixed a bug where characters get duplicated after teleporting them home
Fixed a bug where virility/fertility requirements where way to high and scaled weirdly
Added option to reroll quests at the king
V0.7.0.4:
Fixed another big bug: one type of quest can crash the game when created(possibility after completing any quest)
Edit:
Fixed Bug: after an arena battle and some other things characters would get removed after reloading the townscreen at any point
----------------------------------------------------
Old saves are not compatible (except for the unlockables.sav)
- Kingsquests: get varying quests to fulfill (always 1 active), if you fail too many you lose (Replaces increasing rent and changes core gameplay a lot (still testing if it works better than rent))
- Many things scale with ingame days now (portals,shop,quests..)
- male Starting Character (mostly just a less complex basic character for now)
- Scenes for Evolution mc + lumira
- Basic clothing system for town npcs based on lewdity
- Sexskills now have an exp bar instead of leveling up randomly
- Mc sexskills increase all characters training-exp gained based on the action
- party stays formed, and automatic equipment removal can be toggled off
- magic and lustdamage dont scale with size
- possible to get to 4 in every gene through upgrades alone
- many other small changes, bugfixes + balancing
v0.6.7.2
- Couldnt open the menu for saving in the overworld screen
- geneenhancer made genes have a minimum value of 10
- An npc still had 0 fertility
- PortalRelays couldnt teleport to the starting portal
- breeding special maincharacter forms was possible
- unlocking tokencharacters as starting characters was possible
-in floating islands it was hard to keep track of explored areas (changed it so unscouted tiles arent just black versions of the biome but a generic black tile)
- visual errors (party stats didnt update after events/resting etc.)
- wrong heal values shown/regenerate didnt work
- armor was always ignored
v0.6.7.1
- Fixed Loading Issues
- Fixed UI scaling
- fixed some other small bugs
v0.6.7
- UI-changes (some things arent changed/updated as i will completely change them anyway at some point(camp/character creation/battle UI))
- Tooltips for most things (traits,passives etc.)
- Skills to use on the overworld map (mostly based on actual skills, for example teleport to tp characters safely home, heals etc.)
- Main character starts with ow skill based on god selection( Creation: spawn permanent tentacles to refill party, Evolution: transfer mana to other characters)
-Party changes: (Strength value for harvesting/mining etc. based on total strength/ Stealth value based on sizes of characters that changes randomencounterchances)
- Some characters are rideable/flyable etc, changing slower and smaller characters movementspeed on the overworld.(you can now take aquatic characters without movement penalties if you have a bigger mount etc.)
- Centaur type characters also count as mounts
- many small changes
v0.6.6.1
problems inheriting some skills, gender and size were switched,females were regarded as having a cock for some things (like opposing attraction and in the farmDescription),some problems with multiple mounts only counting the size of one at random instead of the biggest one, some ui stuff
v0.6.6.0
- Characters have preferences and form very basic relations to other characters. They also have morale which will change based on their attraction/relation to paired characters. For now low morale makes it so you cant give orders and that character just stays home for a while. high morale increases brothelincome
-Characters have a type of look (Sexy,Beautiful etc.) and personality traits, which can be preferences for others. Certain combinations cause a higher brothelIncome
- Traits are now split into categories: genetic, personality,learned and special. Only genetic ones have a limit of 10 per character. Others dont take up any slots.
- You can pair your maincharacter in the farm. The connection will only break once you go through a portal or transform (or the other character leaves the farm).
- You can now focus breeding a lot, making it easier to get what you want:
- You can select a skill for each character, that is guaranteed to be inherited (if the resulting character doesnt already have too many guaranteeed skills).
- You can select trait focusses. The higher focussed they are the more likely the selected traits will be inherited
- You can select special behaviours for both characters, influencing the exhaustion/chance ratio etc
- Changed the way genes get inherited: Both characters roll x times from 0 to their value, where the highest one is taken.( x is determined by the focus you can set). If you combine both values it will always be the same outcome:
(If the difference is 1 or less => take the higher one +1)
(If the difference is 2 or more => take the lower one +2)
- all npcs have at least one gene stat that is very high
- there are some items you can select for each character in the farm (dont need to worry about stocks etc. they just add to the daily upkeep if used). Some items can be unlocked through skillpoints or upgrades at home. Items are stuff like "change fertility by 50%", "give a chance to increase users genes if the partner has higher ones" etc.
- new Alchemist profession, with free farmPotion usage and higher potency/ and starts with all unlocked.
- added some stuff to some other professsions
- only the starting species' will be unlocked at the beginning, to give a bit more meaning to the selection (there is now a trait to unlock all). Starting characters start with high relation to you and each other
- if you select a character that is already paired you will see another heart icon on the picture. If you press that you will immediately select the partner and all focus settings will be set to that pairings settings.
- some bugfixes + small UI changes
Главным героем в настоящее время является женщина (или Фута) человек (все еще не совсем уверен в этом. Может быть, она станет уникальным видом, которого нельзя найти нигде, что делает гибриды между ней и чем-то еще уникальными). Там будет много базовых видов (в настоящее время только 7 (Кентавр, Гарпия, Ангел, Суккуб, Русалка, Завод, Лаваджирл)) и все возможные комбинации в качестве гибридов, как ваш пул персонажей для вербовки из / породы. NPC будут в основном вариантами этих видов или полностью уникальными.
Main character is currently a female(or futa) human (still not quite sure about that. Maybe she will be a unique species that cannot be found anywhere else, making hybrids between her and anything else also unique). There will be a lot of base species (currently only 7 (Centaur, Harpy, Angel, Succubus, Mermaid, Plant, Lavagirl)) and all possible combinations as hybrids as your character pool to recruit from/ breed. NPCs will mostly be variants of those species or completely unique ones.
Год выпуска: 2020
Жанр: 2d game, 2dcg, anal, big tits, creampie, fantasy, female protagonist, futa, trans futa/trans protagonist, handjob, male protagonist, management, monster girls oral, rape, rpg, strategy, text based, titfuck, turn based combat, vaginal
Цензура: Отсутствует
Разработчик/Издатель: www.patreon.com/Syvaron
Платформа: PC/Windows/Linux
Тип издания: В разработке
Таблtтка: Не требуется
Версия: v.0.28.0.2
Язык игры: English
Язык интерфейса: English
Warning: Most cheat codes flag your save game as "cheated" and you can't unlock traits etc. for the next playthrough.
Cheat Code Description Location
money gives money Town
stone gives stone Town
wood gives wood Town
crystals gives crystal Town
resources gives you all resources Town
maxexhaustion increase player(max)exhaustion Town
commonitem gain a random item of a common rarity Town
rareitem gain a random item of a rare rarity Town
legendaryitem gain a random item of a legendary rarity Town
character get a random basic character Town
portal create random new portal Town
relations maxes out all town npc relations Town
lewds maxes out all town npc lewdity (not considered cheating in v0.9.10.1) Town
tavernpoints gain points to use in the tavern Town
skillpoints gain points to use in the main character skill tree Town
breed instantly breeds the two first characters in your party with basic focuses Town
unlimited sets savetype as unlimited/the basic one Town
evoall unlocks all body parts for the evolution main character Town
egg random egg Town
makeegg get an egg from first 2 partycharacters Town
opmc makes mc op(overpowered) Town
brothelrank increase brothelrank Town
passtime pass 10 days without triggering events/things Town
mcexp gives 100xp to main character Town
allspecies unlock all forms Town
genetics max all genes for main character Town
newgameplus starts a newgame+ immediatly Town
clear clears creation worldmodifier Town
scout to reveal entire map Overworld
event to trigger an event Overworld
restore heal party Overworld
gen generates a new world with the same settings Overworld
mana a lot of maxmana for main character Overworld
v0.28.0.2 - 2024-08-17
Bugfixes:
If you would get a new tracker entry while already having all, events would softlock the game.
Dates could last forever if you only use talk/location activities.
Gene enhancer displayed +2 as possible range, instead of +1. Luckygenes randomly applied to gene preview.
Changes:
Added difficult mythic essence portals. They appear after you won the game.
They always have one strong new enemy modifier.
They generally provide unique essences as tools for more flexible teambuilding etc.
Changed some tracker requirements/chance, particularly town recruits.
v0.28.0.1
Bugfixes:
drink daily check was reversed
new achievement unlocked wrong thing.
a new unique had wrong movement type.
"Bug"-fixes:
Reworked insectgirls a bit.
Updated queen/drone sprites.
Both Queens now have a different drone summon to collect and one for combat.
Drones start at 0 mana, but can collect more for the queen.
Combat units can't transfer mana, but have useful skills etc.
Most hybrids have some new onGettingFucked triggers. Abdomen now let's those trigger even if no partner energy was spent.
v0.28.0.0
Characters:
4 new uniques.
added new events for existing uniques.
buffed many weak/mechanically boring uniques in some ways.
Added more "chance" skills to uniques. Let's you adapt them or for use as 4th mc.
Added some missing unique sprites.
Roctu is no longer exlusive to rock element. Requirements for town summoners changed.
Unique-tracker:
New tab in journal.
Mostly affects non-freeplay games:
At the start of a game you get a few optional hidden uniques to track.
Other uniques won't appear in that run. (until later)
Always start with one entry you don't have in the gallery yet.
You slowly reveal information about how to encounter them as you trigger events.
If you have the gallery entry for a unique, revealing their name immediately reveals all other infos.
General chances for recruit events are higher. Some requirements are changed. (specifics shown in gallery now, if unlocked)
Fixed story or reward characters are unaffected. (Terra/Avy/Sangara etc.)
Each character recruited this way has a random bonus (until fused). (+50% str, +100% beauty etc.)
Generally the goal is to make timed runs more varied as you get different strong uniques early on, while not completely displacing normal units.
Values will likely change with testing.
Fishing:
Added small pond overworld objects which act as consumable fishing spots. possible in rare biomes.
New fish and bait. Can fish items based on portal wealth. (catch baitfish first)
fixed camera bug in portals.
QoL:
Added a button to lose fights immediately in combat menu. (prevent some possible softlocks etc.)
Added genes/personality infos to hover for uniques in gallery. Also includes recruit infos and some lore text.
Added small checklist of possible daily things as tooltip for sleep button. (bug: drink daily check reversed)
Other:
new events. Changed colored plants event.
Encounters through events/colloseum etc. should more accurately represent biome, including special species etc.
Injuries heal at 100/max stam/morale. Infirmary just lowers the requirements.
During freeplay, rival power increases after raising world level, not with time.
v0.27.0.1
Bugfixes:
maincharacter couldn't freely replace uninheritable skills.
some issues with human species inheritance.
freeze didn't count as negative status for lizard 5 synergy.
challenger achievement listed wrong goal.
could exceed max genes with farm potions.
gene enhancer didn't always display increased max range.
Changes:
Added a new unique.
Hatcher trait now let's you instantly hatch one egg each day.
Fusing humans also results in different types based on genetics.
All types count as human for unique inheritances.
bonus fusion cost doesn't increase in freeplay.
daily battles requirement always fit mc size.
changed some overworld effects/removed distortion.
spawned flowers have more mana.
v0.26.1.0 - 2024-02-26
Characters/Species:
1 new unique
added fungal spirits as unlockable starting option.
added electric base spirit. (also unlockable)
1 new special hybrid.
Brothel:
Added some bonus modifiers for various team setups with special effects.
Multiplier should more accurately show in total appeal.
Buying/Expanding rooms is cheaper. Even more on fast games.
Added a few actions/traits for shows
Endgame stuff:
Added challenge portals after winning. Each day you choose portals to open with increasingly high difficulty.
Enemies in there have a higher cap on level/party size.
Special rare enemies can spawn in there.
SaveSystem:
Should be much faster to open save window with many saves.
Now an additional file is created in the saveData folder, storing information.
The file isn't necessary and could be deleted etc. temporarily removing info from the save window.
File is readable/searchable. Journal entries will be included there. They also appear as tooltip in save window.
Saves from the same start can be more clearly recognized by an id.
Can sort saves by name/id/character/date.
Can toggle a simplified view.
Quickruns:
Seeds can contain things to modify them. (case sensitive. can use multiple)
"Crea/CreaM/CreaF","Evo","Druid/DruidM/DruidF","Other" to guarantee mc.
"Fav" for currently favourite gallery character/4th mc. (seed won't be fixed with differetn selections)
"Fire","Water"... for affinity
"Fusion","Fusion+","Farm","Farm+" override default farmfocus
"Medium","Long","FreePlay", override gamelength
Other selected traits: Gacha, Natural, Hard
Example: "FireCreaGacha69" = starts a run with Creation/Fire element and Gacha, while other stuff is random.
Each unique seed should always result in the same start more accurately now.
Other:
4 new difficulty modifiers and 2 new achievements/traits.
Added some town npc objectives/tasks.
Npcs now keep up to 2 actions for the next day if unused.
added some new events/gallery entries
Option to keep items in party stash when returning
many small changes
Balancing:
Sprout now costs 0ap. Druid hiddenpower skillnodes have bonus stats.
Buffed some slimebulb abilities. Crea gets a skill to throw bulbs. Infected also heals/damage 10% if it's higher.
Spores created by spore effect have genes equal to their origin.
Item value no longer scales exponentially with upgrade ranks.
Noteworthy bugfixes:
Hostility didn't scale correctly based on distance to portal. (could be a lot higher early on)
portals with all species had centaurs with twice the probability
tavern quests were halved while below 50 reputation, instead of -50
tanid team perk also gave the enemy a slimebulb.
many other bugfixes.
v0.26.0.0 - 2023-12-27
Events:
new date events
Some new town events for uniques.
Alternate path to secret ending (not requiring Terranva)
Changed some endings and added some story event pictures.
Normal/bad? endings have a special event/challenge after you won.
Characters:
new boss fight in succubus world
3 new unique characters (all from new boss encounter)
Updated art: Mya, Godform. Added some clothing for Lumira,Mya.
Noteworthy species/character changes:
Summoned drones have abdomen trait, letting them collect energy through presenting.
Added presenting based global passives to Inara and morta
Added mc traits for Zil, Eisvyl and Ara.
Lightaffinity also triggers at combat start
Gallery:
Can toggle automatic loop/reverse and change speed. Skips not unlocked entries.
Changed some controls for expanded picture view.
Can now advance to next total picture, regardless of it being a variation/alt/next scene.
Can also change category and go backwards.
Balance:
Starting portal is really easy now and can have any random subspecies. (on the first day the stable portal tab opens by default)
New players should be able to explore combat more easily with low threat now.
Peaceful modifier prevents scaling based on distance to portal.
Combat professions (knight,magician,battlemaster) are stronger
Replicate costs mana. (glowflies can't use it firt turn)
After winning a battle you get a turn of ambush protection
tundra/desert events spawn more frequently
Other:
Fertility/virility genes also increase energy/milk capacity and regen.
The bonus essence choice for picking yellow profession is only consumed after choosing an additional option
Can marry any unique character for generic stat boosts/essence (unaffected by recruited town npcs)
Dating wife grants a temporary special card in your deck.
new achievements+ traits
Can see character tooltip from Fusion/Farm window.
removed the mark toggle from home screen to prevent accidental changes
many bugfixes. (Overlooked a new bug. the sharra upgrade actually upgrades Ara instead)
Next update is probably quite soon, mostly focusing on writing and cleaning up placeholders.
v0.25.0.1 - 2023-11-11
Bugfixes
Sometimes passing day with too high or low rep caused errors/softlock.
lumira event increased current stam instead of max
level didn't get inherited properly within ranges in some circumstances.
Changes:
"Explorer" removes price scaling with upgrade rank. and only doubles wealth.
common items now scale 25% each upgrade (though forgot to update tooltip)
New bug: items with manacost above 5 get lowered to 5 on upgrade.
v0.25.0.0
Characters:
6 new species (1 robot, 2 biome uniques, 3 evolutions)
2 new uniques
added clothes/parts to some uniques/species
Items:
Can merge items. Sword + Sword = Sword+1 etc.
Each level increases item stats based on a percentage. More for higher rarities.
Can freely buy expensive basic items at the market.
Different options unlock with reputation.
Portals:
Wealth is now a percentage value.
It acts as a multiplier for base resources/gold gained.
Also affects chest/combat item's level each 100%. (340% = itemlevel +2, with 40% chance to be +3)
Always start with a fixed special portal (either desert/tundra or caves)
full reveal range of hidden tiles (deep forest etc.) based on half your vision instead of 1.
Town:
New town events/date events
Updated some pictures.
New brothel guests.
reputation can be between -100 and 100 granting various effects at certain thresholds in both directions.
(visible on map screen)
some new fer/vir based settle options letting you control portal populations.
Other:
Changed Oriel start and added quick tutorial from start menu.
(Less overwhelming and easier. Get characters as they become relevant for the guide)
Added "Durable" modifier, doubling all hp growth. (test for less glass cannon battles)
Evo's flexible trait also allows access to her unlocked skills for all allies.
Lure is less restrictive.
tavern quests with resource objective won't also have a resource reward.
many bugfixes and small changes
v0.24.0.1(2023.07.05)
Bugfixes:
events in portals with native shadowgirls could cause a softlock.
some wrong date cards/targets
antidote item skill didn't work on infinite poison
stone affinity started with +2 armor.
portal tooltip on overworld was placed in wrong position.
Changes:
S_unit event won't reapeat after winning a few times.
S_units can be build and spawn among other robots.
Ambush chance on starting portal is 0.
After fleeing/getting ambushed, gain protection from ambushes for 1/2 turns.
Limitbreaks are a bit easier/have less resistance.
Home in dates is more likely to generate character events at high lewdity.
All date events now have generic tooltips to tell what the basic values are.
Added a home event to add excited once per date (keep lewd when changing location)
removed a few high lewd cards in starting decks.
v0.24.0.0
Characters:
6 new species
2 New uniques.
Some existing characters/species have a new type of global passive that can affect anything.
Active when character starts on the field. (works similar to teambonuses/essences)
Insect special trait to count them for certain effects/bonuses.
Some new skills.
Dating rework:
Changed most things about dating.
Generally simplified stats and more controlled access to events/increased porn density.
Removed stances and seperate deck types.
Card upgrades are a lot more impactful.
Starter cards can only be upgraded once, encouraging adding new random cards for variety in run.
New utility card type that can be played for free, but not two in a row.
casual/lewd skillpoints converted to utility for more control over your deck
category requirements only require either target or used part to be of the category
Also added many new events.
Some recruited unique characters can appear as random events in certain locations.
Also acts as more solid foundation to add more events in the future.
Overworld:
Party can have lasting effects.
Visiting your first portal each day and camping gives well rested buff, temporarily removing movement stamina cost.
Can use workforce to hire scouts for bonus vision.
Can spend morale to increase movement speed for a while.
Some tiles (deepforest etc.) don't fully reveal until standing next to them. (still count for exploration)
Enemy parties now have a chance to ambush you when moving away, while adjacent.
Otherwise they won't engage when moving.
Chance mainly based on power difference and battles won in the portal.
New common events based on native species of a portal. (incompltete)
Rescue and ambush events have some more variety.
Anomalies prioritize unexplored tiles.
Other:
Gallery now has tooltips for passives/skills.
New achievement for mushroom starting trait.
Some basic arena battles have species requirement but higher rewards.
Careful with voltblades! (they can hit any other character now)
Many bugfixes/other small changes.
v0.23.0.1(2023.04.18)
Bugfixes:
"Resonance" could be used on any enemy.
When enemy uses "Martyr", it healed player units.
Evolution skilltree radiation immunity was lost when transforming. (could miss new event trigger)
Changing skills of wife or unit with flexible would still put adapted trait on.
Lumira wife trait partially applied always.
Mya increased brothel income instead of Flora.
Strong fusion focus didn't have the crystal cost reduction.
Special of Suzy as mc didn't work on strong lifesteal.
Could close hatching window during selection, losing the character.
Sextraining used old fertility formula and didn't consider traits.
Could remarry same character after they got defeated in battle and got stat buffs again.
A spirit genes skillnode in crea plant tree was bugged.
Changes:
Wormaids had aquatic movement, making them weird for desert movement.(also had default growths)
Drought passive buffed.
Now, only half of magic strength is added to spirit genes.
Added cheat "mctrait (name of genetic trait)"
Buffed some old special hybrids/their unique skills
v0.23.0
Changelog:
Characters:
4 new species.
3 new uniques.
Fertility and Virility change:
Daily egg progress is now equal to the lower value of a pair.
(35% + 50% = 35% progress. (previously multiplied 35% * 50% = 17.5%)
Generally now higher at lower values, lower at high values.
Can choose to marry one of the town npcs, giving various bonuses.
(Requires not recruiting any other. Should reduce repetitive same recruitment)
Creation:
Udated skilltree. Generally can adapt summoned character traits very freely.
Corrupting characters keeps "starter" trait
New special elite summon.
New ending
Evolution:
Changed some skilltree nodes.
Some story additions.
Druid:
New special elite seedling evolving from any base spirit. unique skills based on element.
"Finalize" options are stronger.
Unlocks new adaptable skill with bloodmagic. (bugged previously)
Seedlings can still reshape even after evolution, at slower pace.
Focus:
moved farm focus to starting selection.
5 choices with more extreme options. Option to disable either for bonuses in the other.
New achievement/trait related to doing neither.
Quickstart/seeded runs:
Can sometimes start as any unique character/species.
More impactful unique special modifiers/essences.
Generally one base species threat, some starting bonus and a neutral modifier.
Less normal difficulty modifiers/traits. Should be easier to parse starting conditions.
Shows short summary in log on start.
Other changes:
Fusing uniques into same species keeps the unique's growth/passives/specials.
Can now also enter shadow with full shadow team, not needing glowing.
Dark starting element can craft potions to change type to dark.
All characters can do basic brothelshows now.
Some new events.
QoL:
In the quickmenu, you can now quickly assign marks by dragging characters into the icon.
When fusing, can press a button to maximize genes. (considering chosen focus)
Noteworthy bugfixes:
Creation adapt skill options were based on her skills, rather than unlocked ones.
Shiro wasn't recruitable for non druid.
Town healer didn't appear on first day when skip intros was on.
Stat growth predictions didn't consider current progress correctly
4th mc interaction with rival power was bugged in some places.
Evo transformations were bugged with traits that applied passives.
V 0.22.0.0(2022.12.27)
Maincharacters:
Actually all uniques can now be selected as main character (including town npcs etc.)
All unique characters have some bonus when used as maincharacter.
Gallery keeps track of which uniques you've won with already.
4th maincharacter has their own companion and some story stuff/events.
new special unique character that is the default 4th maincharacter:
More specific tutorial/starting guide.
Various starting bonuses.
4th maincharacters have access to some skills to adapt, generally focused on terrain manipulation.
Removed the alternate loss condition of druid based on reputation. All characters now lose based on failed kings quests.
Druid gets doubled relation with the king instead.
added access to gallery from character creation, allowing you to select 4th maincharacter easier.
Dating:
more events
Events generally interact more with cards and score.
New status effect that increases all score gain after climax.
Score from casual cards lowered.
Other:
more events
can trigger a basic brothel shift once/day triggering various events/guests to serve with rewards based on sex skills.
Removed stat bonuses for starting element selection.
Removed the individual sex training.
Removed month/week/season. Now ui shows days based on game length.
Also shows kings quest timer and some reminders for special portals in top.
"wild" modifier adds a random creature instead of 2 plants.
If you only use bonus traits/profession, you get some extra starter points.
some town event uniques can be recruited instantly after having them unlocked in the gallery.
Many small changes.
Balance:
starting quest for short runs is 6 days. (quests for day 6, 10, 14)
cheaper uses for workforce.
final mission is open for less time after reaching your game length.
All basic spirits/seedlings have +2 speed to always have some utility.
Changed some difficulty/hostility scaling based on game lengths.
Rival power more consistently reflects their power. Also have fixed amounts of spirits based on power.
Rivals are generally stronger. power affects their own stats more.
more varied enemy compositions (few stronger or more weaker enemies possible)
Eggmastery caps at 100. Angel/Demon potential can't increase above max level, but are cheaper.
Changed some numbers for difficulty modifiers.
Final mission is open for less time.
Noteworthy bugfixes:
Couldn't do some achievements that require winning in freeplay.
free play special portals had wrong/unclear thresholds.
Girata was bugged.
Dunecasters didn't spawn.
V0.22.0.0 only unlockables.sav is compatible
(To transfer unlocks, copy old "saveData" folder over and remove .sav files that aren't "Unlockables.sav".
Or create new saveData folder and move unlockables.sav)
V0.21.0.1(2022.09.26)
Game modes:
More clear distinction between different game lengths.
Added 15 day runs as an option.
Free play: can freely open special/story portals after reaching certain world levels.
There shouldn't really be anything exclusive to non freeplay runs anymore.
Removed the longest time limit modes, as you can basically set your own for free play.
Added an easy mode in difficulty modifiers. (Doubled mc stamina regen)
Renamed "casual" modifier to "gacha" to not imply a difficulty decrease.
Maincharacter:
Alternate gender maincharacters (Male creation, Female/Futa druid) with slight differences.
Every unique character (excluding a few story ones) is playable now.
Select any unlocked character (or species) in gallery to set as playable mc in character creation.
They have less mechanics (no skilltrees) and serve as a simplified game mode. (for example for 15 day runs.)
Characters:
5 new uniques.
6 new species.
New main world biome.
Other:
new events. Some gallery entries have additional immages.
Filters for quick menu and character selections.
Optional species skills are evenly split now. (previously almost impossible to get later ones.)
When hatching a character, you have the option to send them away, gaining workforce instead.
Level tooltip shows specific stat gain numbers per level and at max level.
50%+ encumbrance doesn't half movement time anymore
Dating:
more events
Smaller deck size
player has more actions at a time.
Partner only has one action at a time and doesn't reroll naturally. Generally higher score value than normal.
Many actions can generate specific other actions for partner.
score of cards never decreases during dates (always either fun or lust. Also smaller decreases.)
Noteworthy bugfixes:
Could duplicate characters in quickwindow.
An elf event reward wasn't choosable.
evolutions didn't consider size for starting stats.
evolving characters didn't immediately update your party stats.
starting guide marker didn't immediately appear when reloading area etc.
Cheats:
Some new cheats with parameters (example input: "trait Strong")
item (itemname): get any specific item
Affecting first character in party:
trait (genetic trait name): add genetic trait
personality (personality name): add personality trait
learnedskill (learned skill name): add learned skill (precision etc.)
clearpersonality: removes personality traits (doesn't reset stat changes)
special (special name): add special trait
Next:
I'll try to actually not add any new species/uniques etc. for next update and focus on other stuff:
Dating / personality / interests
Sexscenes / closeups
Town events/ More scenes / quests for uniques.
Clean up endings / story stuff.
0.20.0.0:
Changelog:
Base species:
Starting species will determine some starting essences.
Each species has 2 essences. First a small general effect, second often incentivises focusing on that base species for combat etc.
Either get 2 rank 1 essences or both of one species.
Team Synergies:
You get various party buffs based on your team's base species count.
Each unique species will add towards their base species count.
Enemies will also have access to these perks based on their team.
Events:
New unique world with various species etc.
A few other new events
random relax/explore date events are more likely (individual chances), but most are once/date. (early on, almost guaranteed to trigger some events, but get less likely as they diminish)
Items:
many new, mostly legendary items.
Reworked many item skills.
Most non-consumable item-skills now have uses per combat.
Items with 0 range instantly cast on self.
Skills:
Each maincharacter has a way to adapt skills of characters. (uses same one-time adapt as traits)
Druid can put a fixed set of skills onto spirits/seedlings.
Creation can adapt any character with her unlocked skills.
Evo can adapt any character with skills from the possible species/base species skillpools. Her upgrade makes it infinitely reusable
Druid can unlock various unique plant skills by exploring certain biomes.
QoL:
Quickmanager has more options. Can also shift click tabs to sort.
Can also select characters to enter breed/fuse screen with them selected. (new drop field)
Added small summary to start-game button showing starting essences/element etc.
Base species more color coded in various places.
Other:
Added new modifer where you get characters of random quality each day, but other methods of aquiring them are much worse. (can get otherwise rare/late-game characters early on etc.)
Updated some species/item art.
On the overworld, enemy party info keeps one unit unknown.
Changed order of some damage calculation (sacrificed hp shouldn't be affected by vulnerability etc.)
Temporary characters for events immediately join battles, regardless of party size.
After reaching Avy's world, she gets a different starting option in future runs. (skipping most pet training)
Many smaller changes
Noteworthy bugfixes:
Mushroom evolution was bugged
Could lose dropped items when updating overworld inventory.
Life loss effects were affected by lust/vulnerable etc. ignoring requirements of having enough hp etc.
many more
Next:
I probably try to not add any new mechanics/uniques/species etc for some time.
Instead I'll focus on finishing dating, adding interest/personality etc.
+ descriptions and closeups for scenes.
Also update some old art, mainly ones that still have the pre-hex combat sprite.
Then add some alt versions of existing species/uniques.
I also still have to clean up some story stuff/endings etc.
v19.0.1
Bugfixes:
Ryxhora event triggered daily
Resurrection effects caused some issues
Arena service affected all battles
overworld heal could heal less than expected
Crea corruption
Enemy overworld parties didn't move when resting on portal tiles
loadout sizes weren't saved
loadout difficulty didn't update immediately
v19.0.0
Overworld:
world changes a bit daily (forests grow/expand etc.)
some objects/encounters/events etc will be replaced/removed each day
hives don't appear in stabilized portals anymore
new structures with various effects.
workforce as a new resource which lets you just use gold to make some orders.
get more from reputation/kingsquests or firing high relation characters.
Druid starts with more and higher basic increase
new special biome
Special biomes worked incorrectly and generally only generated max 1 per portal
Can send items/resources on floor home without leaving. (from portal/camp tiles)
Some more special stuff in Avy's home world.
Characters:
New spirit (5 new species. Can't be chosen as starter)
2 new uniques
3 new other species
new skills etc.
Other:
Added limited rerolls per date. (bonus for each unplayable card)
Added more pictures to dates (mostly Hebi/Devy)
Added other pictures to gallery (many exclusive to it)
Elites are only limited to one per species (testing for now)
much higher recruit chance if only one enemy left.
Additional early common essence portal at day 2 to get started
Brothel-score regarding tips has diminishing returns
Partner dating cards now generate partially based on current lust value
Can sort by time since you got the character
Character selection always shows their current location
Lure now spawns a random enemy party nearby
Morta got a unique genetic trait
swamp slimes can replicate
Gene info on quick manager shows if a character is adapted
some other small changes
Noteworthy bug fixes:
firedragons couldn't evolve
celia date crashed game
anomalies could teleport into impassable terrain
some tavern quests couldn't be completed
AI ignored some type of skill requirements
In dates partner sometimes generated a play card
daily material income was kept over when creating a new save
event tiles in special portals didn't renew daily
slime kept spreading after hive removal
Game is locked to one instance now (might prevent some weird bugs where it opened multiple times and deleted saves.)
Only unlockables.sav is compatible
v0.18.0.1
Characters:
Each element now has a nymph evolution (4 new species)
Generally more evolution skill choices and more descriptive text
Most nymphs should provide a lot of synergy and flexibility to their element.
new skills
new special hybrid
2 new special species
new unique
Flora art update
Dating:
a lot more events/pictures
more cards/upgrade options
can only date each character once/day
most uniques have a small unique dating effect/passive
Overworld:
Full portals are now saved (savefile bigger based on current loaded portals. might cause loading of the save selection screen to take longer with many savefiles for now.)
Changing tiles affects daily changes/regrow things
separated building/terraform menu.
(foundation for more complex buildings with storage/ability to assign characters etc. in future)
some things can be build at higher range
Town:
some locations have an additional npc
some more special options and events
evo-show update
in shows, guests now leave when satisfaction stays at 100 or 0 for 2 turns
time cost for show-actions and duration halved. (ranks increase max time)
Removed the nearby location buttons
Removed some library tabs and updated info.
Start:
Added loadouts for starting selections.
Mc-genetics from character creation give bonus base stats now.
Some genetic starting traits have additional benefits.
One random profession has a yellow bonus, also giving you more options for first essence.
Other:
Cleaned up some decriptions/tutorial etc.
Updated story/lore stuff to be more consistent.
Druid has a new starting passive, granting a bonus based on stance.
Expanded fairy help suggestions
Unique looks and some abilities are kept after fusing, if the species matches.
Characters can toggle between guard and shield as defensive action. (testing for now)
many small QoL changes
some new "cheats":
"skill+ +skillname" list species with that skill (e.g "skill Fireball").
"passive+ +passivename" to list passives.
"glimpse" to reveal gallery temporarily without messing with unlocks.
those don't flag a file as cheating.
While a file is flagged as cheating, you're now never encumbered.
Noteworthy bug fixes:
Soft lock when a character had regeneration/bleed effects at the same time in a specific order.
AI-focus setting didn't do anything.
character quest rewards were always the same
some types of dating action didn't immediately update stats.
growth essences only applied to fusions and not eggs.
some elemental weaknesses weren't consistent with tooltips.
Next:
I still have to write descriptions for scenes/events, which was kinda the main thing I wanted to do this update.
Next I'll probably clean up/add some overworld events, fill in town stuff and add many rare world objects/biomes etc.
Otherwise there aren't that many placeholders etc. in the game anymore and the core will soon be mostly finished.
v0.16.0.1
Characters:
5 new uniques
10 new species
2 new special worlds
Reworked some Evo special forms
Added some upgrade events for many unique characters with new skills etc.
Some new clothes/futa variants
Some species are now elite species (max rank spirits and world bosses). Can only have one elite in your party
Elite species are generally stronger and more unique now.
Gameplay/Combat:
Added many global passive effects, obtained by beating short unstable portals every few days.
When choosing exclusively from highlighted bonus professions/traits at character creation, you'll start with a special pet
Spawning/destroying hives gives some skillpoints based on a portals native species
Added new status effects strength/magic charges (Stacking effects giving lasting 10% strength/magic each)
Changed some basic traits like strong/resilient etc. to affect base stat growth instead of being a multiplier
Eggs created by maincharacter get a special trait. Gain various bonuses based on maincharacter and amount of these in party.
Daily arena battle that increases difficulty/rewards of future daily battles when beaten.
Camping duration reverted to shorter times, but doesn't restore stamina. (instead it sets it to a minimum if it was lower)
- removed level requirement for recruiting. Recruiter trait now increases lust after failed attempts
firing characters in town has no morale penalty
quickruns start with less characters and you get a random essence
removed stealth
removed weather effects at turnstart (spreading water etc.)
QoL:
Quick/auto save always appear on top of the list. button to directly open save window.
Highlights saves of current file. no overwrite confirmation needed for same save
Hatchery shows a value for total genes of eggs
In combat, middle mouse button doesn't show character tooltip if the character is selected
Can see current ritual level of species in "other" character tooltip section
Other:
more events/scenes etc. (some in categories of existing gallery)
some changes to dating, but still a placeholder. I'll probably just rework it into something more simple/fun.
many bugfixes + smaller changes
v0.15.0.1
bugfixes:
- some stamina gains/losses were reversed
- ai didn't do anything when they had massheal skill
- unique xhana event never triggered
- angel had a wrong picture
- farmpairs set to farm didn't grow food
- egg/crystal setting for farmpairs didn't save
- score didn't update for hardest battle/portal
- an_3 upgrade was bugged
- quickshooter didn't do anything
- only had to meet requirements for one character for training quests
- phoenix permanently lost attacktype after hatching
- consuming hatchery upgrade counted itself for shares
- female only setting didn't work for some species
- slime didn't remove overworld stamina cost for crea
changes:
- less frequent combat mods for portals.
- native species rework:
- - portals have main and subspecies
- - first part is almost always a mainspecies. secondary can be either.
- - lizards/mermaids are more likely to spawn in water and mermaids spawn less on other tiles
- new very rare creature (also in elementalist evolution branch)
- tamers now start with that creature with max level 20
- some new skills/skill combos
- new movementtype for lavamermaid and that creature. (fast in water/lava)
- changed some overworld-skills (scouting etc.) to use stamina but lowered manacost
- fusion focus gives high chance to inherit up to 2 learned skills instead of 1
- rescue event characters have a guarenteed rare genetic trait and the portals trait
- made some finalize effects stronger
- added futa option to lonada
- added stronger divine favours for a new profession/trait
v0.15.0.0
Characters/Content:
- added new story path/alternate ending
- 9 new species. 6 new uniques.
- new achievements/professions/traits
- new events/scenes etc.
Challenges/statstics:
- 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
v0.14.0.1
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
v0.13.0.1
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
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
v0.12.0.1
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
always start with an S-rank tavernquest available
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 low 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
First weekly seed: "glowing"
v0.11.0.1
BugFixes:
- 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.).
---------------------------------------------------------------------------------
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:
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.
Noteworthy bugfixes:
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
v0.10.0.0
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:
- can'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.
v0.9.10.1:
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:
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
v0.9.9.1:
BugFixes:
- 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
v0.9.9.0:
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
v.0.9.8.1 Bugffixes
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
-----------------------------------------------------------------------------------------
Only unlockables.sav compatible
0.9.8.1
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
v0.9.5.1
Changes:
Gallery:
can easily view unlocked images/characters
greyed out images/hints for non unlocked things
includes unique characters/special hybrids etc. with infos
can cheat in any selected character with selected bodysettings (button only appears after cheating previously)
Content:
special mission for crea/druid with 1 unique character each
some linear progression/rewards for each town location/npc (spent x money in shop etc.) with some unique rewards (1 other new unique + 1 new species, new items, traits)
General changes:
changes to some older species pictures (mostly important species + basespecies)
cock/titsize differences are visible for some species (not many currently, marked with star in gallery)
can increase starter maxlevel up to 10, similar to other genes
living space gets assigned automatically at the end of a day if a character is set to outside and some other space is left
random wild characters cock/titsizes and cum-/milkamaount are randomized
can speed up ai-turn by holding space
can cycle characters from inventory screen with a/d
Balance:
Greater heal is now based on magic strength
Fullheal has higher range, removes statuseffects and applies regen based on magicstrength
evo - godform has some special traits(lavaimmunity/waterbreathing,agile)
Tit/cock-growth potions now also increase fertility/virility and have been renamed to that
some changes to difficulty modifiers, allowing more combinations > 100%
lowered gold cost for tavern characters
max number of enemies for low hostility battles decreased
bigger bugfixes:
- bosses counted as defeated when you fled
- kraken boss tentacles couldn't be removed after taming the kraken
- boss achievements didn't show as completed
- random event characters could have stats based on another size
- heat resistance didn't do anything
v0.9.3.2
Bugfixes:
- portals in story/eventportals disappeared => wasn't possible to beat the game
- anomalies spawned in unstable portals-> would have to recall out after using one
(also couldn't use world objects)
- scouting etc didn't work correctly in unstable portals
- learned skills got duplicated when transforming (chimera form)
- evo couldn't easily go back to no tail after getting one
- herbalist trait wasn't selectabl/unlocked for mc
- clothing for npcs wasn't adapted to the new lewdity ranges
Changes:
- in unstable portals you start with half fow, seeing the tile layout
- anomaly/chests spawnrate decreased
- chest spawn rate increased a lot for unstable portals
- for unstable portals, chests have a lower hostility threshold to be higher rarity
- exh cost for unstables decreased to 5
v0.9.3.0
Town-Npc-dating:
- basically some kind of minigame to increase relation/lewdity of characters to recruit them
- You can date the town npcs starting at 20 rel (Not Mya and Flora for now)
- spend time in town while reducing exhaustion
- doable in spendtime tab on character (uses one npc-action) or later in charactermanager
- further infos in tooltip
Overworld:
- half-fow for tiles visited in previous days/expeditions with outdated infos, only showing the biome
- encounter info for fully scouted tiles is not based on distance
- portalopenings are more related to the worldtype. Only ocean worlds can have water restrictions etc.
- new things spawn on the map based on biome (healing consumables, itemchests, crystals..)
- some things are permanent and stay revealed (abandoned houses etc)
- deep water tiles, only accessible with swimming/waterbreathing team
- cutting wood also triggers another basic scoutaction
Other:
- strong bonded mc-skills for reaching 100% relation with a town-npc. (always need to target the npc)
- after a random encounter you can walk a few tiles without risk of another (amount is slightly random)
- some new parts for chimera form
- some new traits
- increased (made easier) req for minimum genes for some unlocks
- a new special species, related to a trait
- 2 new unique characters (same event)
- a new creature species
- injury doesn't halve fertility/virility anymore (once max level injuries are no downside if you only use it for breeding)
- events/battles etc don't spawn on slime
- only start with max 1 ap for ambush events
- wild characters can have more than 1 genetic trait
- quick/slowhatching are stronger
- eventportal hostility is no longer random
- important battles/enemies are harder
- other balancing changes/bugfixes
v0.9.2.1
Evo-mc:
- can copy one genetic trait from an ally and loses that ability until transformed again
- can adapt characters once by adding one of your own traits onto them
- some more parts for chimera form
- added quickselection slots for that form, to save/quickly compare multiple settings
- maincharacter only has one shared level for all forms (each level increases all core stats by 5%)
- global upgrades also upgrade chimera form stats
- special forms unlock similar to creation mc's special summons with "core" upgrades + some genes
- evo gets both base and global skillpoints for rituals
Character Import/Export:
- you can export teams/characters to import in other saves (probably also future versions)
- teams will be put into tiers based on level/count
- you can fight those teams as basic training battles
- potentially weird type of pvp if players share their teams etc.
- folder will be at the same location as the savedata one
General:
- at max lust characters won't lose ap and won't defend at the end of a turn
- you can flee with 1 ap at the edge of the map
- character size affects speed (min speed is always 2)
- rituals now also work for mc with cock and other with pussy
- genetic and actual level is the same for summons/basic transformations (other type of upgrade was removed)
- creation summons share genes with her
- modifier for max mc starting points increased (allowing to go >100%)
V0.9.1.1
Changelog:
Ap:
- Every character has 2 max ap
- Every character regains 2 ap at the start of each turn, but only 1 if engaged in combat
- Most things (move,attack,seduce etc) cost 1 action, with some exceptions costing 0 or 2
- Ending a turn with ap left gives defending to a character (-50% dmg for a turn) and sets ap to 0
- max ap can't be increased in any way like levels etc.
Movement:
- each character has a movementtype like before, and an action and speed value
(e.g. flying charge 4 means can move in a line within range 4, ignoring terrain with one moveaction)
- basic movement skills like Fly/Charge etc. have been mostly removed = more skillslots
- basic charge gives free attack against enemy in line
- press alt in combat to highlight enemy movementranges for 1 ap
General things:
- enemies use skills. (not every skill can be cast and is greyed out (at least for now))
- other ai-changes (can also let the ai take play your turn)
- changed npc clothes etc. are visible in the character info etc.
- enemy strength is less varied based on portal hostility, should start lower and increase consistently
- reduced upkeep + start with food income
- equipment/upgrades/skills and traits etc. have been adapted to the changes of ap/atkcost/movemod and usually affect speed now
- breastsizes are now in cc/ml
Content:
- new unique character
- some new traits
- new events
- added pictures for flora in sextraining (evo/druid)
v.0.9.0.1
Changes:
ShadowGhost:
- New Basespecies + all hybrids
- new skills etc.
Other:
- new special hybrid
- Morale combat effects last forever (unless removed)
- growth/shrinking potions removed.
- many small changes
Bigger bugs fixed:
- character activities would default to "increase morale" in most cases
- using food when camping didnt heal more/restore mana
- only the first artifact special portal ever spawned
- sex-sessions only increased exhaustion when repeated
- setting characters to milking didnt do anything
- fertility/virility was halved for non-injured characters instead of injured ones
- other known bugs should also be fixed
Future updates should be quicker or bigger again.
v.0.8.2.1
saves from V0.8.1.x should be compatible
otherwise only the unlockables.sav is
Mainly just one new feature:
More complex sex-training framework based on sessions (selectable when clicking on a character):
- can select different positions
- can select multiple actions for self
- can select priorities/settings for partner
- can raise a characters interests and sexskill caps
- breeding is possible
I can now very easily add pictures based on positions etc. to this menu (haven't really added any yet. It will probably mostly be for unique characters)
-changed ai
-updated art for some species
-some balancing/bugfixes
I probably won't add any new mechanics etc for a while, while i focus on finishing existing stuff/ add some story and polish everything a bit,
so this might be a good time to give some general feedback regarding mechanics/balance etc.
V0.8.0.1
Changes:
Locations:
- new locations with some stuff to do (mostly just framework for future stuff). No movement costs yet (at least while most things are mostly empty)
- new small resting activities with small upsides, sleeping now always takes 6h and removes exhaustion more efficiently
- town characters have a schedule
- can do shows in the brothel as evo/creation mc, to earn money/recruit characters (only evolution-mc has some pictures for it)
Eggs/Breeding:
- breeding now produces eggs
- progress bar instead of chances (breaking the pairing removes all progress)
- everytime that bar reaches 100% for a character, an egg will spawn (no cap for amount/day)
- instant breeding furthers progress by 1 day
- exhaustion doesn't unpair characters/remove them to your home.(They just rest at the farm with lower efficiency)
- eggs can be modified before hatching which changes the success chances/stats/hatching speed
- egg rewards from portals now give unknown eggs,
- some new traits/old traits affect egg stability/hatching speed
- discarding or hatching eggs produces a crystal
Other:
- tab for journal thing with notes etc.
- new special hybrid
- new starting professions for beating the game
- changes to stats don't affect the base stats anymore (no weird restrictions for items/effects anymore). Base stats and actual stats shown separately
- maincharacter exhauston is generally removed quicker
- using bows give exp
- starting ap is only equal to apReg instead of max-ap
- bugfixes
- probably other changes
v.0.7.5.1
Changes:
- new Combat UI (full party visible, icons for effects etc...)
- basic Settings menu
- new Town character for portals location (relation increases by claiming portal rewards)
- different save types selectable (cheat "unlimited" to revert to the easiest option (counts as cheating though))
- brothel capacity limit (trying to make it less appealing to handle a boringly large amount of characters)
- shop prices decrease based on relation
- items are rarer and their value is increased
- master/god level sexSkills and prostitute profession reduce apCosts for fucking
- 2 new special hybrid
- some new skills
- possible to fuse (high morale) characters for 100% "breeding" chance and doubled rolls for stats (mostly testing how it plays like this, might restrict it to one mc or remove it).(Also a way to get rid of excess characters in a useful way)
- more things affect morale: combat wins, personalities, spending time with characters increases their morale based on your relation etc.
- forests decrease vision/ mountains increase it
- quicksaves/load hotkeys f5/f8
- Cycle through enemies with "ctrl" ,like allies with "tab" (now also centers camera)
- most unique characters have lower genes, because they start with maxlv 20
- some artChanges
- many other small changes/balancing/bugfixes etc.
v0.7.4.0
Creation/Slime stuff:
- added 3 remaining summons for creation-mc
- added startingskill to creation-mc, switched always available "spawnSlime" skill with "SlimeTrail" for spawned characters
- slime is harder to move on /slime charaters walk slower on other tiles
- semi-slime movementtype (ambhibic for slimes)
- new slime related skills/passives
- each summon is unlocked by 2 core upgrades of base species (each basespecies used for one)
- slimegirls are unlocked by unlocking all other summons, they can copy allies now
Other:
- 2 new species
- new seedling evolution
- only 50% bonus dmg (instead of 100%) when lust is above 50%
- when breeding, rolling for maxlevel starts at 5, instead of 0
- genes cant get worse than half of the pairs max value
- some new small events
- some new potion items
- quick training for combat/sex exp with aila/flora
- free play mode
- small money/tavernpoint rewards for completing kingsquests
- art changes to a few species
- spiders have a net ability (same as the net item)
- balancing + bugfixes etc.
v0.7.3.1
Only unlockables.sav is compatible
Mostly balancing etc.
Changed:
- Prince can spawn seedlings which can be upgraded into different species
- Variable gamelength (final mission etc.), beating it = sandbox mode
- Kingsquests are always 7 days and you can fail an amount based on gamelength
- high reputation = free tavernpoints/day (50% buy bonus in tavern, if above 50)
- brothel gives exp in a random possible skill (also reveals preferences)
- you can send characters home if you stand on a portal, without needing to return
- Encounter info now also shows items if youre not a scout for neighbour tiles
- Sizes of characters are also shown
- Encounter generation changed (level and amount of characters doesnt increase at the same time or without limit)
- 3 types of basic encounters (normal,swarm and elite) with different level/amount ratio
- some changes to main events (still only basic summaries)
- fertility/virility of baseSpecies increased
- size only affects food consumption not also basic upkeep
- some UI stuff
- bugfixes
v0.7.2.1
basic prince mc skills/upgrades "tree"
- selectable quessttypes as difficulty modifier
- selectable skills for mc if you have more than 4 (all unlocked skills/were options while transforming etc.)
- better ai
- disengage cost (Higher ap cost to move away from an enemy (if the enemy isnt at max lust))/some movement skills can't be used when engaged
- powerful unique artifact items
- QuickInfo screen (Tab)
- Thing to write notes in
- very basic story event framework/goal/fighting against the other mcs etc. (mostly to test balance etc.)
- human equipment bonus removed (weird with the other human main characters that cant transform)
- buildings stop slime from spreading, fireball gives overworld skill to remove slime
- npc relation gain by greeting removed (didnt make sense, if moving to locations etc. doesnt use any time), instead it just increases each day up to a certain amount
- bugfixes/balancing
v0.7.1.1
Only the unlockables.sav savefile will be compatible
Changes:
- Beastgirl basespecies
- unstable portals(compact high risk/high reward with different maptype) (story events etc. will probably be done like this in next updates)
- kingsquest difficulty selection changes + can carry over up to 2 days from the last quest if you hand it in early
- Changes to some overworld skills (mostly ones targetting tiles)
- No controlvalue for portals any more-> replaced by tentacle "hive" things that creation will spawn (randomly generated if other mc)
They will spread slime over time, increasing creation movement and removing random encounters, opposite effects for other mcs (can be destroyed, will be tied to creations power in the final battles etc. eventually)
- basic boss battles on the overworld map with increased item rarities
- each day there is a chance crystal things spawn in worlds, which you can harvest or gain skillpoints from (rewarding stabilising/building roads and scouting portals (days since last visit is now listed))
-bugfixes,balancing...
V0.7.0.5:
Fixed a bug where characters get duplicated after teleporting them home
Fixed a bug where virility/fertility requirements where way to high and scaled weirdly
Added option to reroll quests at the king
V0.7.0.4:
Fixed another big bug: one type of quest can crash the game when created(possibility after completing any quest)
Edit:
Fixed Bug: after an arena battle and some other things characters would get removed after reloading the townscreen at any point
----------------------------------------------------
Old saves are not compatible (except for the unlockables.sav)
- Kingsquests: get varying quests to fulfill (always 1 active), if you fail too many you lose (Replaces increasing rent and changes core gameplay a lot (still testing if it works better than rent))
- Many things scale with ingame days now (portals,shop,quests..)
- male Starting Character (mostly just a less complex basic character for now)
- Scenes for Evolution mc + lumira
- Basic clothing system for town npcs based on lewdity
- Sexskills now have an exp bar instead of leveling up randomly
- Mc sexskills increase all characters training-exp gained based on the action
- party stays formed, and automatic equipment removal can be toggled off
- magic and lustdamage dont scale with size
- possible to get to 4 in every gene through upgrades alone
- many other small changes, bugfixes + balancing
v0.6.7.2
- Couldnt open the menu for saving in the overworld screen
- geneenhancer made genes have a minimum value of 10
- An npc still had 0 fertility
- PortalRelays couldnt teleport to the starting portal
- breeding special maincharacter forms was possible
- unlocking tokencharacters as starting characters was possible
-in floating islands it was hard to keep track of explored areas (changed it so unscouted tiles arent just black versions of the biome but a generic black tile)
- visual errors (party stats didnt update after events/resting etc.)
- wrong heal values shown/regenerate didnt work
- armor was always ignored
v0.6.7.1
- Fixed Loading Issues
- Fixed UI scaling
- fixed some other small bugs
v0.6.7
- UI-changes (some things arent changed/updated as i will completely change them anyway at some point(camp/character creation/battle UI))
- Tooltips for most things (traits,passives etc.)
- Skills to use on the overworld map (mostly based on actual skills, for example teleport to tp characters safely home, heals etc.)
- Main character starts with ow skill based on god selection( Creation: spawn permanent tentacles to refill party, Evolution: transfer mana to other characters)
-Party changes: (Strength value for harvesting/mining etc. based on total strength/ Stealth value based on sizes of characters that changes randomencounterchances)
- Some characters are rideable/flyable etc, changing slower and smaller characters movementspeed on the overworld.(you can now take aquatic characters without movement penalties if you have a bigger mount etc.)
- Centaur type characters also count as mounts
- many small changes
v0.6.6.1
problems inheriting some skills, gender and size were switched,females were regarded as having a cock for some things (like opposing attraction and in the farmDescription),some problems with multiple mounts only counting the size of one at random instead of the biggest one, some ui stuff
v0.6.6.0
- Characters have preferences and form very basic relations to other characters. They also have morale which will change based on their attraction/relation to paired characters. For now low morale makes it so you cant give orders and that character just stays home for a while. high morale increases brothelincome
-Characters have a type of look (Sexy,Beautiful etc.) and personality traits, which can be preferences for others. Certain combinations cause a higher brothelIncome
- Traits are now split into categories: genetic, personality,learned and special. Only genetic ones have a limit of 10 per character. Others dont take up any slots.
- You can pair your maincharacter in the farm. The connection will only break once you go through a portal or transform (or the other character leaves the farm).
- You can now focus breeding a lot, making it easier to get what you want:
- You can select a skill for each character, that is guaranteed to be inherited (if the resulting character doesnt already have too many guaranteeed skills).
- You can select trait focusses. The higher focussed they are the more likely the selected traits will be inherited
- You can select special behaviours for both characters, influencing the exhaustion/chance ratio etc
- Changed the way genes get inherited: Both characters roll x times from 0 to their value, where the highest one is taken.( x is determined by the focus you can set). If you combine both values it will always be the same outcome:
(If the difference is 1 or less => take the higher one +1)
(If the difference is 2 or more => take the lower one +2)
- all npcs have at least one gene stat that is very high
- there are some items you can select for each character in the farm (dont need to worry about stocks etc. they just add to the daily upkeep if used). Some items can be unlocked through skillpoints or upgrades at home. Items are stuff like "change fertility by 50%", "give a chance to increase users genes if the partner has higher ones" etc.
- new Alchemist profession, with free farmPotion usage and higher potency/ and starts with all unlocked.
- added some stuff to some other professsions
- only the starting species' will be unlocked at the beginning, to give a bit more meaning to the selection (there is now a trait to unlock all). Starting characters start with high relation to you and each other
- if you select a character that is already paired you will see another heart icon on the picture. If you press that you will immediately select the partner and all focus settings will be set to that pairings settings.
- some bugfixes + small UI changes
Тему отредактировал: СынПирокара - 17-08-2024, 21:54
Причина: Тема обновлена до версии v.0.28.0.2 / Topic updated to v.0.28.0.2
Причина: Тема обновлена до версии v.0.28.0.2 / Topic updated to v.0.28.0.2
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Portals_of_Phereon (2 файла)
Changelog.txt (86.15 Kb)
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Portals_of_Phereon_V0.28.0.2_win.zip (955.49 Mb)