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Hoo boy, this update has already been an ordeal but the mechanical bits are finally coming together. Relatively big mechanical changes to items and equipment incoming in a few weeks, which I hope people like. But first, poll results:

Winner! (33 votes): Victory vs Imp Warrior: your dick -> his butt

Runner up! (27 votes): Defeat vs Imp Rogue: her dick -> your butt

3rd place (22 votes): Loss vs Imp Warrior: his dick -> your vag

So it looks like, at a minimum, next month will have some dicks. I'll get the first two in there, as well as any others I can fit in. There'll also be more world events for sure. Depending on how long that takes, I might put up a poll about next enemy designs in a week or so... or I might have to hold that for next month. Time will tell. We'll get there though!

As for the work so far...

In addition to the scenes I mentioned above, the next update will have two major mechanical changes, one more under the hood and one more player-facing.

Under the Hood: a new tf system

I think I mentioned it before, but the issue (which several of you pointed out - thanks!) was that the presentation of transformation events made it hard to understand cause and effects.

I'd coded it simulation-first, and had a bunch of slow stat changes happening over time, and occasionally your character would notice something changed. Fun to think about, but counterintuitive in play, and led to a number of UI/UX issues. I figured I could layer on a bunch of duct tape... or I could just replace the pipes. I chose the latter.

So I replaced the old stat-change-over-time system with a schedule-based one. Mostly not directly player-facing, but you'll see that instead of a bunch of road events all hitting at once, they'll come up more evenly along the path and, in most cases, have clearer cause-effect.

Player Facing: Enchantments!

While I was working on that, a forum comment got me thinking about the equipment system. Right now, adding new items means making a dedicated item set, with transformative memories and combat moves and everything integrated together. But what if you like heavy armor, but not giant dicks? What if you like rogue stuff, but not huge boobs?

The solution I came to is decoupling memories and items by adding a new enchantment system - basically materia/exspheres/choose-your-favorite-rpg system where you glue a doodad to a sword and get the Sword of Doodad. (See the picture above for one new world-event). There's a new item type - an "echo" - that you can find and attach to any piece of equipment to...

Add a new combat move,

Add some stat bonuses, and

Add some corruption absorption, so whenever you cum, instead of gaining 2 corruption, you'll gain 1 and it'll gain 1. (Oh - orgasms add more corruption now). But whenever it does so, it'll trigger a transformative memory. And once it's absorbed enough, it'll become corrupted and change further, much like it did before.

And... that's it. Coding's mostly done, and I'll be spending part of this weekend redesigning/reconstructing most of the equipment to work with the new system. Ideally it'll make for more interesting choices and options, and work as a kinda-sorta opt-in filter for anyone who'd prefer to avoid certain content.

And with that... back to equipment data-entry for me!

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