Last Steps Before 0.6.3.0 (Patreon)
Content
Good afternoon,
Another week is once again coming to an end, so it’s time to give you an update on my progress with the upcoming update.
The week started with me continuing work on Tia’s reworked doggy and missionary positions. Both animations are now finished and have been implemented with new transitions and orgasm animations.
I also continued working on Hiba’s scene. The rework, including new transitions, a second angle, a small bonus, and adjustments to the dialogue, is now complete and has already been implemented into the game. However, I haven’t yet finished the extended version of the scene involving Tia waking up and reacting depending on her corruption level. I’ve already created some initial images for it, but haven’t started editing them yet, so that will still require some time next week.
What I have already finished, on the other hand, is creating the animations for pregnant Tia with Dasan for the scene that takes place when the MC visits Nyra at night inside the chieftain's hut. Also already implemented and I removed the restrictions that prevented Tia from going to Dasan's hut in pregnant state.
That covers the scenes and images that I worked on, but I’ve also been working on the affection/corruption system for Tia. All of Tia’s events that increase affection have now been adjusted and standardized. The new maximum value of 20 is taken into account, while the highest affection level reached is stored in a separate variable.
Over the last few days, however, I’ve been thinking about how exactly I want to handle this variable going forward. Simply having to grind a low affection value back up after it has previously been higher doesn’t seem particularly enjoyable and could become rather tedious over time. I therefore think a different solution is needed. For example, perhaps the player could somehow prove themselves to Tia and return directly to the previously reached maximum value.
If any of you have ideas for how this could work, feel free to share them! Otherwise, I’ll continue thinking about it next week and see whether I can come up with a suitable solution, such as defeating a specific enemy or obtaining a particular item. So something like a regain favor miniquest... but Idk how logical that would feel... so yeah, input is very welcome!
Aside from that, I also worked on a few technical issues. One of them was a problem with item categories, which I finally managed to solve. This means that starting with the next update, item categories will finally be available, which should make the inventory a little easier to navigate. I wasn’t able to implement this before because it caused crashes with existing save files, but it is now working properly and no new game will be required.
Another issue I worked on concerns upgrading the Dawnbreaker. In the past, I received reports that some players were unable to upgrade it because the weapon was not displayed as available despite being present in the inventory. If the sword is currently equipped, this will still not work, but aside from that, it will now also be possible to upgrade modified versions of the weapon. Fixing this was particularly important because, as I mentioned previously, I plan to introduce upgrade options for other named weapons (which you can get through Melissa's treasurehunt) in the next update.
In addition, I also worked on several other bug fixes this week. As always, thank you for your reports!
So... what is currently only partially finished is writing additional dialogue for Tia after she has been disappointed, angry, or upset for other reasons. I’ll therefore continue working on that next week.
What is still completely missing is the quest leading up to the confrontation with Dasan. That is also on my to-do list for next week, together with editing the images for the Hiba & Tia scene - Which will of course also require more dialogue.
So, there is an intense week ahead of me with quite a few challenges. I’ll do everything I can to have the update ready by next Friday, but again, I can't promise that I will achieve this goal.
At the moment, I’m still trying to fix another issue: weapons that cannot be equipped because of level restrictions currently cause the Optimize function to equip no weapon at all instead of selecting the next best available option. I’ve been working on this for the past hour, but haven’t found a solution yet. I’ll probably keep trying for a little while longer, but if I can’t figure it out today, the issue will unfortunately have to remain for the time being until I have more time to work on it.
So, keep your fingers crossed for me next week, and I already wish you all a nice weekend!