Home Creators Posts Import Register Favorites Logout

Downloads

Content

Update includes numerous improvements, bug fixes, and a teaser for the upcoming Twins. I consider this a small update. Shout out to Katie Slogro for the story. Go to X for link and details.v8.5 is mostly bugfixes. v8.6 will have improved environments, skirt physics, a bunch of new animations, and at least one new interaction.We are working on Twins, but we have a bunch of content laying around that I'd like to implement. We found a solution for skirt physics, so we'd like to experiment in adding it to Akipo before we do the same thing for the Twins. If it goes well, then the Twins will have good skirt physics too. This skirt physics solution requires me to redo many old animations, which is where the new animations is coming from.See below for full changes.Update 8.5 - Numerous bugfixes + performance optimizations - https://pastebin.com/06PH7rSDUpdate 8.4 - Numerous small bugfixesUpdate 8.3 - New content - https://pastebin.com/taEvVdnCUpdate 8.2 - New content - https://pastebin.com/Td49tzDe

Update 8.5https://drive.google.com/file/d/1FB22ZEj02Rmmu8PCZKtPVogZSHQ8C_T3/view?usp=sharingUpdate 8.4https://drive.google.com/file/d/1yxmOKs_FKOoPBaIvG4bhhZJqNaD-yKTI/view?usp=sharing

Update 8.3https://drive.google.com/file/d/1lJknOSAxXevo1DmqP-yuIREiBhtZTnbu/view?usp=sharing

Files

Comments

SuperFreq

The story was written well and definitely sets the scene. From my understanding it sounds as though we may be collecting treasures in addition to foods now? They also seems to have much more 'adult' expressions and conversation, so it's nice to differentiate that from Akipo's gentle/SFW style dialogue. Looking forward to the update.

RDA

Oh man the plot thickens, i like the setup and personality teaser for the twins can't wait to see how they'll play out, i also wonder, judging by the story, if the size cap will be increased after their release in game.

Bread Boy

I like the 'bad' women in the preview, and finally the old bug that can't get energy from destruction was fixed. Watching her emit that purple light crazily while destroying things feels incredibly perfect (especially the brightest place is at her some part which maybe means she also gets so much satisfaction from that)!

LadyAliceR18

Ya we apologize for that bug existing for a while. Someone completely random had to tell me that houses don't give growth after the first time. I finally put the two and two together, and realized that I never reset the building growth flag when they respawned. That bug fix and removing the maximum size on player revive means that I definitely buffed the gts. We'll see how this plays out.

The Dapper Saint

Did you change her movement a bit by chance? I noticed that at larger sizes, like past the limit when she goes outside cause she's too big, she actually goes left to right sometimes now instead of only up and down! She actually hits the city at times when massive. It's like a coin flip to say the least haha. If so this is a pretty great change tbh, and I'm curious to see if her behavior with that one modifier ,abandonment issues, is better now! On a side note, are there plans for future modifiers to be added? The variety currently is neat, but would love to see more buff/debuff ones that change up the game a decent bit. I'd love to give some recommendations even if possible, like one comes to mind that buffs the stat increase from shrines by 25 percent (and more there after with levels), but adds a significant amount of passive growth rate per shrine

LadyAliceR18

I don't think I said it in the changelog. We updated her wander radius to increase as she grows. That wasn't originally the case, which is why she would visually stick to the village at high sizes. It was a simple fix, something we should have added months ago in hindsight. We're glad it worked! We might rework the large mode walking behavior, and just make it a baseline random walking behavior only triggered at high sizes. A random chance of happening instead of always. In case that sounds the same, the large mode walking behavior makes her cross the entire village, taking a path near you. In contrast, the normal walking behavior makes her walk to a random point around you, it doesn't necessarily guarantee that she'll walk past you. In other words, the large mode version is deliberately targeting you while the normal version is only somewhat targeting you. As a tradeoff, she idles outside the map after the large mode version so her feet aren't blocking your path. You can say your suggestions and I'll be happy to add them if they're easy. I haven't added magical anomalies in a while since I don't have many ideas atm. The shrine idea is a nice one and a fun addition.

The Dapper Saint

I'm glad I said something about the wander radius then! Its a neat change and I'm excited to see how it works a bit more soon! Hmmm, I see I see. I think the walking behavior change might be neat due to gameplay reasons but also Akipo as a character. On a gameplay level, her randomly wandering works well because it allows you to get breathing room early on, but as time progresses, she increasingly becomes more problematic and eventually its inevitable you guys will cross paths more due to her size. From a character standpoint, some of the charm of her is that she kind of lets the size get to her to head, so her actively targeting you a bit more as she grows once she becomes massive makes sense! I think making the standard walking behavior the baseline, but have the targeting behavior increase chance once she gets pretty huge would work well and fit in character for her truth be told! I don't know how much that can be tweaked behind the scenes, but that might even work for an interesting modifier now that I think of it! As far as modifiers go, I will list them here. Persistent shrine maiden: Speaking of what was talked about, this modifier could drastically increase her chances of using the more aggressive large mode behavior where she takes a path near you, making it so she basically targets you more. Magic Sensitivity: Stepping on cauldrons, crucibles, and even crystals gives a notable growth increase. Growth Maniac: The required amount of magic to grow is drastically decreased, but growth spurts are smaller. Famine: No large foods spawn, and little foods are changed to garlics or other lesser foods. Bountiful Harvest: (Conflicts with Famine) Large food spawns drastically increase, but weigh twice as much. Motivational Shrine Maiden: will target player similarly to statue traps activating after some time passes due to impatience. Repeats Hidden Growth: Hides the growth bar progress and only displays current height. Sneaky Shrink Rooms: Replaces shrink room doors with regular doors. Map would still tell you which ones are shrink rooms. These are some that just come to mind! Some of them like the hidden growth or sneaky shrink rooms would require more effort, but overall I just wanted to give some ideas that would affect gameplay in different ways!

RDA

During the final minigame if Akipo is enourmous, for example near cap size, it becomes hard to get hit by her stomps somehow, had a session where she was at cap size and i had the invicibility enchantment and after surviving or bracing long enough it seemed to cause her to be unable to stomp on the player to the point of her going super sonic with her stomp and i had to try to chase her foot in hopes of getting hit as my attempts at approaching one foot would lead to it getting away. Would it be feasible to add a tired behaviour or a way for her to reset and try to stomp on the player again if unsuccessful for a good while as a way to prevent a very long, almost softlock-y, behaviour? Given how long it usualy takes for her to reach cap size or near it this can be saved for a later version if needed.

LadyAliceR18

Can you send the logs? Maybe I can find the original bug. Can you also tell me the footwear she was wearing?

RDA

sent in direct message

Geledi

The story was very cool and a good teaser in more ways than one. The new idle dialogue feature is also great as well and has some very cute lines. Not much else to speak of so far in the update beyond some nice QoL additions, though I have encountered on multiple occasions instances of buildings spawning in the same spot as well as some outdoor props like trees spawning inside buildings. For example: https://drive.proton.me/urls/JSNP47314M#FrzsSjJ0Tw90 https://drive.proton.me/urls/8E2V5788VR#mirXa7irLgFR These can be found across from each other on the seed "Alright". They're near a crucible on the other side of the map from where you and Akipo spawn, down a long road on the left past a quarry pit.

Geledi

Addendum: It's on the eternal day map

LadyAliceR18

Found the issue! I forgot an else statement. How embarrassing

WyattMeyer

My v9.1 QOL wishlist - Akipo gains the ability to idle with her left foot forward instead of always returning to right foot forward, depending on which position requires less foot movement to achieve. *Pros - Player will get caught caught offguard less by her lifting her left foot, only to move it backwards and squish you. *Cons - Requires mirrored animations for Idle-to-Eat, Idle-to-Crouch, Idle-to-Footswing (the animation that plays before walking)

LadyAliceR18

We are redoing the animations for the new skirt physics. So we'll see about making the animations more varied like you stated. Currently, she can only have one idle animation due to current code limitations

NorthPolar

I'm not up to date on everything but the projectiles from the statues don't seem to do anything Aipko. They just hover and collect in front of her face. I tried restarting the game and the behavior persisted.

LadyAliceR18

Whoops! Pushing the hotfix, in a few minutes. See the google drive link again

The Author

I'm late to the game, but is there any known bug or anything that prevents me from finding the last crucible? Playing Eternal Day map, running back and forth, but the last crucible evades me. I know there are those beams of light, but they stopped coming and I only find depleted crucibles. Also, I do have that magic map for the village, but what good is it if there's only the Shrink Houses marked on it? Wouldn't it be better for it to have the crucibles and maybe those turrets marked?

LadyAliceR18

Perhaps you are missing the shrines? They provide a bit of nutrition. Normally I'm asked that question for the 2nd level. The map can be upgraded to display more markers, at the same place you initially crafted them at the anvil.

The Author

Ooooh.... the shrines move the yellow bar as well... yeah, that's probably it. Thanks! I only found a crafting option for maps, maybe hitting that a second time upgrades? I'll try that, thanks.

The Author

Never mind, found it!