V0.14.0.1 (Patreon)
Content
Windows:
https://mega.nz/file/4GABwAyI#0RpSVO-BVkAf4i_LUK3boBXidR8_DVUfH2hDKwxrlu8
Linux:
https://mega.nz/file/4ORhnKRK#Fzw_STBUwE87VgULErSfxudZpyrn7SchqqA7oLDhwxQ
(only unlockables.sav is compatible)
Changelog:
With this update I wanted to focus on making the game play nicer. Simplify/remove some stuff + many QoL changes.
Not a lot of new content in terms of events/characters etc.
Didn't really find a way I wanted to change dating so i left it untouched for now.
Spend more time on the succubus game than expected.
Future updates should be quicker again and more content focused
(I'll probably try at least monthly)
Exhaustion/Expeditions:
changed exhaustion to stamina (was always weird to have a resouce where high numbers were bad)
Base max stamina is now 200
each step on the overworld costs one stamina (unless on road/slime as crea), battles cost 2.
If a character starts a battle at 0 stamina, they gain a severe debuff
Removed stamina cost from entering portals
Expeditions have no time restrictions anymore.
Entry cost not based on party size
Camping takes a lot longer but increases stamina same as sleeping in town
Some overworld actions cost stamina now
Some powerful/or 0ap skills also have a stamina cost (usually lowered mana or ap cost)
enemies start with random amount of stamina
Reserve characters:
Can have up to 4 reserve characters in party. (can switch states at any time)
You can still only enter a portal with 6 characters, but can recruit characters with full party.
Reserve characters don't start in battle/don't lose stamina and gain 50% exp the other characters earned. (Total exp earned is higher the more characters are in reserve)
If another ally leaves the battlefield (injures/flees...), you can call in a reserve character
Fully exhausted/injured characters can't be called in
Most events can now trigger even with a full party
Characters:
Reworked some character art + added alt art
Reworked crea art (added clothing etc.) + new skilltree nodes affecting stats/visuals
enemy crea also gets new passives etc as corruption increases
Some new abilities/passives. (including passives that change terrain on combat start for special terrain teams)
Different looking versions for most basic spirits
Basic spirits have more importance in late game
Can reshape spirits during expeditions
1 new special hybrid, 1 new spirit, 1 new unique
fire dragons integrated in fire spirits
Score:
can check a score value for your current run (button from map)
consists of various things like resources/best characters/completed quests etc.
total score at time of completion will be set. (can still change flexible value)
AI rework:
all skills can be used by ai (including explosion etc. for now?)
generally better and can actively do everything (including defend/disengage etc.)
enemies act one at a time (instead of based on their action, like seducing first etc.). quicker/less transitions
values assigned to skills/attacks etc. and compared based on situation (previously just binary condition wether to use a skill or not)
considers more things (traits/statuseffects/terrain etc.)
applies to player ai used as well
animation speed selection
Atk/Dmg types:
each species has an attack and damage type (Fire + Cleave etc.)
including ranged attacks which usually cost 2ap instead of 1
shows icon for them in battle (also shows own type)
weapons can overwrite it. (no species should have 2 weapon slots anymore)
tile highlights show all affected tiles for multi hit attacks etc.
elemental dmg with strength/weaknesses and secondary effects. (shortens many skills and removes need for some passives) (e.g fire dmg always increases burn by 1, deals less dmg against enemies in water etc.)
on hit effects trigger on all hit enemies (multi hit passives shouldn't exist anymore)
can drop weapon in combat to revert to base damagetypes (0 ap action)
skills also mostly deal elemental dmg.
Battles have global elemental power modifiers, usually affected by weather and base spirits
All dmg of certain types will be affected. (shown strength/skill dmg shows updated value)
Maincharacter damagetype is based on starting element
skill tooltips show actual values (toggle in settings), colored based on affecting stat (no "mg/2+1" etc.)
UI/QoL:
updated character tooltip
more compact home window/character roster
can quickly summon spirits from home window
can access sleep from anywhere in town
can choose characters from party/brothel for sex training
maincharacter stats more clear for sextraining
shows character combat-sprite in gallery
many other small UI/QoL changes...
added more symbols to mark characters (can now filter by mark)
evo can freely change alt art for characters (just visual)
changed item type filter to only show a certain type instead of toggling it
Other:
Can choose a focus at start of game, making either breeding or fusion better while making the other worse, or ignore it.
phoenix egg now requires stamina to activate, but doesn't lose mana. (can hatch early at cost of mana)
made explosion a targetable skill (to prevent accidents)
maincharacter starting position lowered
moved the known preferences from prostitute to madame profession
removed max level for maincharacter sexskills (still soft capped by species amount)
removed look types/preferences from characters. removed relations between other characters
changed save type for quickruns from limited to town-only
lightpower doesn't require full mana
portal hostility on endless increases much slower.
Noteworthy bugfixes:
game didn't correctly register as won (opional kingsquests etc.)
teleport stone didn't work when portal was closed
maincharacter sexskills modified the wrong skill
"blind" and related things didn't work