Public Update V0.19.07 (Patreon)
Content
Download it at https://bluefairymediagames.itch.io/the-restoration-of-aphrodisia
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V0.19.02-V0.19.07 (August 3, 2026)
New game features:
- Implemented Berserk battlefield mechanic
-- Berserk battle entities view everyone else on the battlefield as an enemy, and nobody as an ally
-- Berserk battle entities display special skull and dagger particles over their portraits. Additionally, their team membership highlight particle turns gray
-- Berserk battle entities have a gray bar around their head portrait in the turn order tracking panel
-- Berserk battle entities have greatly increased damage output but also suffer a significant penalty to accuracy, dodging, and spell deflection
-- Various boss and mini-boss strength enemies have the new Insanity Spiral combat ability which can turn an enemy berserk
- Some combat abilities now have a guaranteed hit, meaning they should never miss and can never be dodged, deflected/reflected, or rebuffed
-- This is mostly used for summons to avoid strange situations like a summon spell being deflected
-- In place of an accuracy, "Guaranteed Hit" is displays for combat abilities that use this
- Implemented souled items. These are items that are implied to have once been people transformed into various inanimate objects.
-- Souled items are like loot items and can be sold for money. However, they can also be brought to certain NPCs to be restored to their human (or maybe not human) bodies. Restored humans an then be sent to settlements.
-- Restoring souled items cost money. Their price can be decreased by having a party member skilled in Haggling.
-- Added a gameplay settings feature that marks souled items as Do Not Sell automatically when visiting a trader. This is on by default.
--- When this option is turned off after it's already been previously used, Do Not Sell has be to removed on each souled item individually to allow them to be sold to merchants again
-- Added "Souled Only" toggle on the item filter that filters out all non-souled items when selected
- Additional work on settlement system (only available on cheat/debug builds)
-- Building management panel now has buttons to auto-fill jobs and homes, as well as displaying how many job vacancies and extra housing space your settlement has
-- Buildings now take time to construct. Roads are the exception and construct instantly
-- Updated all building and terrain graphics except for the town square. Art is by GlobbinArts
-- Houses can now have the exact number of residents set by the player
-- Added Building List panel, showing all buildings in the settlement. Can be filtered by building type, ie house, food production, industry, etc.
-- Buildings must now be adjacent to roads that connect back to the town center. When buildings do not have this path, they will not produce any resources even if there are workers
--- Diagonals are, for now, not considered adjacent
--- Buildings without connections to the town center show an icon on the map. The query panel also mentions this.
-- Buildings can now have adjacent terrain requirements. For example, Logging Camps must now be built directly adjacent to least two forest tiles.
-- Destroying a construction site that is less than 50% constructed now refunds all building materials invested. There is currently no refund if construction is more than 50%.
-- Added guard tower type buildings. These provide security to all buildings that require it (everything that isn't a road or guard tower, currently) in a radius
--- Buildings that overlap with multiple guard towers only gain the highest level security from them
--- Guard towers without workers do not provide any security
--- Defense displays both on building query panel, as well as the building management panel
-- Occupied houses above the Cottage level now generate a small amount of tax revenue that goes toward settlement wealth
--- Tax gain is proportional to resident count. Houses only generate revenue when they connect to the town center
-- Added map overlays that show information about each relevant building on top of the building sprites
--- Added security overlay, showing the security level of each building that requires it
--- Added tax generation overlay, showing how much tax each residence is contributing daily
-- Added Region Management panel that allows the player to transfer in settlers
-- When gaining or spending resources, a small panel now appears showing how much of the resource gain or lost
-- Added some tutorial texts
-- Note that any prior settlement developoment will be reset upon migrating to this game version.
- More work on settlement mechanics (available on the Patreon cheat/debug versions only)
-- Added settlement events
--- Settlement events work similar to random events, but affect only settlements. These have a one in five chance of triggering per day and there is at most 1 event per day
--- Events are separated into negative and positive, each with their own cooldowns
--- Each settlement event has its own set of requirements to trigger. They also have cooldown periods to prevent them from repeating too soon
--- Negative events can damage buildings for up to several days, as well as capture workers or residents from buildings with weak security
-- Added bridge-type roads. These are built over water to connect separated land masses and are more expensive than regular roads
--- These currently reused the same art as the dirt road, but will gain unique art later on
-- Some buildings such as the Scout Hut now have a per-settlement limit
-- Buildings that house settlers now have individual lights that activate between the middle of sunset and deactive at the middle of sunrise
--- Remade settlement building construction panel completely, it now has building type filtering and is along the bottom of the screen
--- The player is now notified about why a building cannot be placed in the given location (ie, blocked terrain or terrain requirements not met)
--- The settlement can now be renamed by the player at any time
New game content (quests/writing/art/etc):
- Added The Weeping Owl Harpy encounter in the ice roads region. Can be triggered at nighttime
-- Completing this encounter allows the player to learn the potion to transform into a Snow Owl Harpy Warpwing. Art is by Rae.
- Added custom artwork for Kayrni, Tummus, and Taylayla the elves-turned goblin in Whitetail Watch. Art is by GlobbinArts
- Added a miscellaneous task in the northwest Giusburg Outskirts region in the Stonesoldier Field
-- This is a repeating opportunity for the player to recruit multiple humans for the upcoming settlement mechanics once every fourteen days
-- This task is only available once Friends in Far Away Places has been completed
- Added Darla the pixie merchant custom artwork. Art is by ClipTF
- Added Bow of Madness tier 2 popup dungeon reward, a bow that has a chance to make enemy targets become berserk
- Added custom Party Spirit artwork. Art is by ClipTF
- Added dryad encounter in Ice Roads, introducing the new Dryad Vanguardener form. Art is by Rae
- Added Demon Overseer, a miniboss level enemy found with the Court of Lust. Art is by Icy
- Added Dual Officer's Pistols, an upgraded form of the dual pistols. Requires 20 marksmanship to use.
- Added Driftwood Witch's Hut in the Sunrise Archipelago region, an NPC who can restore souled items to their human (or not) selves
-- Friends in Far Away Places must be completed for this to be visible
Miscellaneous:
- Added three more loading screen graphics
- Added option to reset all tutorial messaging under Gameplay Options
- Satyrs and cat wildpeople now have the Naturally Athletic form trait
- Using transformation potions on party members no longer also closes the inventory panel
- Changed some transformation potion sort orders
-- Potion of Restore Body (Weak) sorts highest of all transformation potions
-- Reusable transformation items sort before one-time use potions
--- This sort must be done manually by clicking on the Sort button on the inventory panel for older save games with existing inventories
- Added reminder choice at Alchemist Field Camp when the player has yet to return five Lavaheart Gems
- Added X to close hotkeys for the Trade and Healing/Soothing at NPCs panels
- Wandering alchemists should no longer serve ingredients for cooking food
- The player and companions getting knocked out in the Ice Roads world region now travel to inside Ironhart Trade Outpost #33 instead of to Whitetail Watch
- The battle AI scoring now boosts combat abilities that increase the attacker's health, such as the arachnid's Vitality Siphon ability
- Added Vengeful Dryad hostile NPC party in west Ice Roads region
- Bribing enemy NPC parties to not attack the player party has been tweaked. There is now a fixed base price, and each party member adds in an additional amount to the total. High Haggling skill lowers the final amount.
- Updated several companion form ids: Fairy Flowertender, Satyr Reveler, and Kitsune Trickster. There should be no change in behavior, but this has the potential to break old save games files
- Tutorial messages can now show an icon that relevant to the concepts they are teaching about
- Inventory panel improvements
-- The inventory can be paginated more quickly by holding the Shift key to jump to the first or last pages for the previous and next arrows, respectively
-- Most inventory item actions (equip, mark as do not sell / do not eat, etc) no longer navigate back to the first page of the inventory, unless the last of that item type has been used up
-- Using consumable potions like transformation potions and buff potions no longer navigate back to the first page of the inventory, unless the last of that item type has been used up
- Added Ornate Wardrobe to some popup dungeons. These require a key to be open and contain one or more souled items
- More work on combat ability AI weight calculations
-- The weight boost from status effects can now be altered to penalize or exclude entities that don't meet health and lust requirements
--- For example, Bleeding/Poisoned/Burning is now weighted lower for enemies that already have a lower amount of health
-- Some status effects that are beneficial to certain classes of enemies have better weighting to prioritize allies who benefit from it more
--- For example, Nine Lives is now more likely to be cast on allied followers who have high Strength
- Battle AI now attacks the same target multiple times for combat abilities with non-unique multi-targeting
- Added 1600x900 resolution option under graphics settings
Cheat/Debug controls (patreon-backer builds only):
- Added option to auto-construct all construction sites on the loaded settlement
- Added toggle to instantly construct all new buildings when they are placed
- Added option to rest for a full day in Time debug panel. Holding shift rests for 5 days and control rests for 25 days..
- Added buttons in settlement debug panel to check if a settlement event is available, to launch a particular event, and reset all event cooldowns
- Added button to launch a random event in the currently loaded settlement
- Added buttons to make selected entity berserk, all units on enemy team, and all units on ally team
- Added option to launch the Souled Item Transformation Reverser panel via the Transform panel
- Added battle unit move weighting list panel that displays all the possible moves a battle entity ran calculations for. Can be filtered in multiple ways
-- This is mostly used for balancing and testing purposes
Bugfixes:
- Removed Commander first name from elf enemies in the Camp Kestrel siege during the Friends in Far Away Places quest
- Fix for Mysterious Prophetess not trading with the player in the Ice Roads region
- Removed Swaying Deck battle modifier from battles against the Imperium in the Giusburg Outskirts region
- Fix for some bad concealing map fog in large pirate popup dungeon
- Added missing recommended player level for One Hell of a Hangover quest
- Frogwomen Lovebinders are now marked correctly as backliners
- The dwarf commander in the final battle of One Hell of a Hangover quest is now correctly level 25 instead of 15
- Fix for item action panel initially launching too high above the cursor the first time per game
- Fix for summoned wolves being able to perform Midnight Howl, creating a snowballing effect of summoned wolves
- Suppressed fire and damage props in the Peace Talks Camp upon map load before the conditions for them are met
- Fix for map-up effect logs not playing sound effects after the first time
- Removed erronous critical failure outcome for praying at the Shrine of Helreginn in the Go West, Young Hero quest
- Fix for battle AI incorrectly boosting weight of high lust targets to perform physical damage
- Removed Commander first name from elf enemies in the Camp Kestrel siege during the Friends in Far Away Places quest