LSP Build 11 Available! (Patreon)
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Yo! Time to share an update!
Like I already said, this time I focused on things that had been waiting for my attention for a long time, and on fixing stuff that got buried so deep in the queue that I was honestly afraid I'd never get back to it.
Besides that, I expanded the code for some systems. Most likely it won't be obvious to you, but now I can do more things more easily than before.
First of all, I want to say: I unlocked the shape limit. Well, technically not unlocked it, but gave you the ability to do it. There's now a checkbox for it in the General settings. Unlock the cheat menu and the checkbox will become available. Fair warning: the limits are TEMPORARILY there because I genuinely have no idea how infinite shapes are going to behave, what they'll break, and what they won't. Soon they'll become available for everyone. It all depends on your feedback.
So I don't have to go back to my devlog, I'll immediately describe the changes I made during the second week. You can read the detailed breakdown of the first week changes in the devlog itself.
Now that we have nighttime in the game - I immediately added torches and ability to sleep. Later I plan to fully utilize the potential of a dynamic day/night cycle. For now I just didn't have enough time for that.
I also expanded the cheat menu a bit. Now you can choose potion level there and configure the time.
I also went back into the animation system again and fixed the insane desync between the hands and the body that, I think, annoyed pretty much everyone. Turns out synchronization isn't exactly the kind of shit you can solve directly, so I redesigned the system a bit. Now, in situations where the hands aren't needed - they simply don't use unique animations. I also separated both hands individually, which gives me the ability to use them even more flexibly (although honestly I still have no idea what for). But now, in places where the left hand used to just stay afk - it actually follows the walking animation. Overall I feel like I did everything I could and wanted with this, so I most likely won't touch animations again.
I also added a new toy: the Piston Dildo. It can be crafted. It has separate animations for futa and female character types. Later on I want to convert many more animations into two variations, but obviously that's going to take time.
Basically, that covers the most important stuff. But that's not everything. You can read the full list of changes below:
Main changes:
Unlocked the shapes limit
Added day/night cycle
Added new particles for cumshots and other fluids
Futanari character can now pee properly
Added new furniture: Piston Dildo. Has separate animations for futa and female character types
Potion prices now increase depending on potion level
Added the first traces of background music
Added a torch item for lighting the environment
You can now sleep in bed
Improved the cheat menu. You can now change potion level and time of day (previously, potions spawned through the cheat menu didn't affect NPCs because their level was set to zero)
There is now a teleporter in the ruins that you absolutely do not need and that may break the game (and most likely will). I simply couldn't deny you the opportunity to mess around with something raw and unfinished, but don't expect much
Added an option to control music volume
Bugfixes and minor stuff:
Optimized freezing when loading a spell for the first time
Fixed a bug where initiating sex during masturbation caused the orgasm gauge to fill way too fast
Fixed the bug with the Fairy's broken flight height
(that was harder to fix than I expected, lol)
Finally fixed the issue where input would break when initiating sex immediately after passive sex
Fixed the mushroom wrong dick targeting
Fixed punctuation in dialogues
(I genuinely thought that was a stylistic choice)
Fixed an issue where it was impossible to exit any passive mode scene
FOV is now limited. Errors no longer appear after falling for too long, and the FOV no longer freaks the fuck out
You can now take the Onahole back into your inventory
That's all for this build. I'm really happy that I finally managed to close out some long-standing loose ends (especially the day and night cycle, which honestly should've been in the game since the first build). I was really worried about optimization because I wanted a fully dynamic cycle, but it turned out compromises could be made.
Overall, while working on this build, I felt unusually inspired for some reason.
Thank you all for the support and for playing the game. I'm doing my best for you <3