Backer Build 0.2.0.0: Saves and Loads (Patreon)
Content
I’ve got some time-consuming real-life things happening this weekend, so updating a few days early!
This one’s all mechanics/balance/bugfixes. I hope that's not too disappointing, but now I’ve got this out of the way the next one, at the end of the month, will be like 95% sexy new content, so stay tuned.
Also - switched to a four-number versioning system from the initial release’s 3. Hope no one minds.
Here's the link (you'll need an account on Itch):
https://loquacious-rake.itch.io/chronicles-of-corrupted-knights-backers/patreon-access
Changes:
Major Changes:
Save support! Autosaves only during a run, though, because it’s a roguelite. You can switch between three profiles, which will be more relevant once I start on the metagame layer with between-run upgrades, companions, etc. (As usual, I fixed all the bugs I could find but expect some will have slipped through. Send in reports and I’ll fix them as fast as I can).
Also, the game saves your settings now between all profiles. No more resetting volume every time.
Cheat menu (Patrons only):
As a side effect of the changes I made for save support, this loads much faster now.
Added “Actions” panel. Only has a couple options right now (add shards, advance storm), but expect more in the future
Items:
Slightly increased how long it takes a given piece of equipment to become fully corrupted
Most food adds a bit more to the hunger meter than it used to. Purified rations are about twice as filling as other foods.
Most food now heals more - about a third as much as a health potion, so useful in a pinch.
Changed the loot tables so you should see resolve potions more often (at least, when a potion is drawn).
Rebalanced the transformation effects on a number of foods (most are at least a little more potent than before)
Combat:
Now, when you surrender, you can choose a specific character and get a random scene with them (if available)
“Usable” items are now instant, and don’t take up your turn. Should make things like potions a lot more useful.
The default “Catch Breath” move no longer fully fills your bars. (That was left over from testing by accident). It fills them some, but the recovery moves from Accessories are generally better.
When stunned, the game no longer makes you choose a move just to continue being stunned. Instead, combat continues until you’re not.
Weather effects now apply to everyone, all at once, at the end of a round, instead of per person at the end of their turn (should make combat in the storm fell a bit faster)
Added support for battles vs anywhere between 1 and 4 enemies (as opposed to just the 1v3 that existed before). Later releases will have some difficulty ramping, with more dangerous encounters the deeper you travel into the Goddess’s Realm… but for now, I just mixed some 1v2s in with the 1v3s.
Removed most cooldowns from combat moves. I think I left a few on enemies to stop them from spamming especially annoying ones, like the Imp Rogue’s trip.
Tightened up the combat camera code. It should feel smoother/faster now.
Fixed some issues with speech bubbles, so they should no longer get stuck when the camera moves.
Enemies should raise their own lust a little faster, when they decide to do so.
Map:
Map movement is now one space at a time, even if you visited the previous space. No more accidentally committing to a three day sojourn into the storm.
Settings:
Added setting to toggle the combat head-bob camera animation (sorry to anyone who was nauseous)
Misc Bugfixes:
During combat, effect tooltips should now display number of turns, not seconds
Fixed in-combat resolve drain from hunger/starvation.
Fixed issue where sometimes orgasming enemies kept their original sprite layer, making it look like they had three arms
Fixed an issue with effect tooltips not correctly registering your character’s gender.
Fixed the buttons in the settings menu’s fixed gender options. (Male and female were accidentally set to their opposites. Oops.)
Fixed issue where the player’s stats were titled “Player” for the first second of the game
Made it so it’s somewhat less likely that map icons generate overlapping each other. (I’ll try to fix it fully next time)
Fixed an issue where sometimes, on a combat loss, the game would soft-lock with an invalid sex scene.
Fixed some memory leaks in map code and in loot tables. Hoping this fixes some of the odder crashes I’ve heard about?
Fixed issue where stat transferring/draining moves weren’t working right (turns out I’d left a very dumb placeholder in, so had to actually code a new system for it)
Fixed issue where, rarely, an event about noticing your changing body would show a “null” in the middle of the text.
Some bugs remain - ran out of time on this update, but I’ll try to get to them in the next.