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The poll was helpful, more for learning what players don't want... specifically the Dog tattoos! This is good to know, since I was planning to expand the tattoos into a large full game affecting thing... and was pondering all the code I'd need to write, and juggling image layers around to accommodate the tattoos... and it turns out I can skip that idea.

This week I redid the boat travel. It was quite annoying. Originally, I scripted two movement events so you could watch the ship travel between Lupin and Home. However, the more docks I add, the scripted paths needed increase exponentially. I tried many ways to solve the problem, and the best was allowing the player to control the vehicle, resulting in expanding the main map so the ship can travel between islands. It was... effort... to force the game to make the ship behave the way I wanted, but it works now... Here's an image:

I also added in negotiation with the Sailor where you can become better "friends" with him to lower the travel price from $75 to around $25.

I have added the Werewolf Tower and 3 floors are finished. I plan at least five, one for each paw-print. I can't show the map since there are secrets, but it's similar to the other caves in the game, except vertical. So, you can climb ladders and drop down holes to change levels.

Also, since no one voted for dog tattoos affecting gameplay... I devised a different way that might work... Permanent Conditions! Each occurs randomly based on player actions and has a positive and negative effect. I have five so far that I am play-testing and might come up with more. Some examples,

Insatiable: If Harlot has sex 3+ times in a day, it triggers a 25% chance to cause Insatiable which puts her always in the Hornify state (costs less MP to undress) but also skips the Menu screen before sex.

Diseased: Every internal sex event has a 5% chance to cause Diseased which makes Harlot slowly lose HP as she walks around, but also stops all the non-paying NPCs from forcing unpaid sex. (Juan, Trckster, Abby)

Feral: Any battle with a non-human has a 10% chance to cause Harlot to become Feral which lowers HP loss from animal battles but also blocks Brothel use (because Harlot is too feral to be caged or something... The benefit is it allows Harlot to get past the Orcs at a lower level.

I might have these conditions wear off after a few days, or stay until cured by a Merchant item or doctor? Perhaps the Mermaid sells Jewelry that removes all conditions at once. I am still testing these ideas out to see if they work or are just annoying. I'll likely include it in the next $5 patron playtest game for them to try and give feedback as well.

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