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New month, new monthly build!  Stupidly big changelog below, but first, exciting talk-stuff:

February was awesome, not least of which because we now see the end of the current roadmap in sight, which means that we're hitting the next phase of development even faster than we'd hoped.  Of course, we may decide that there are more Really Big Systems we want to implement and add big wings to the game, but even being at the point where we can decide whether to Finish the Game or Make the Game Embiggened is a great place to be, and definitely not where we expected to be a year ago.  Turns out full timers get stuff done faster, who knew?  Regardless, if you missed the previous posts - we're scheduled to finish the current roadmap around the end of April, so by the end of May we'll definitely need to have plotted a course, although we're already on a certain set of rails, so maybe it's more like we need to figure out if we want to pull a lever to switch tracks or stay the course, instead.  Anyway, it's looking like v0.1.30.0 might be the last of the pre-alpha builds, and then we'll see v0.2 for the first time!   Much like the eggs in our protagonist's stomach, things are starting to hatch!

We're feeling a lot better about much of the UI, the first big technique refactor came and went, and we're now finally able to return to the battle system and hit it with hammers, which we'll be doing all of March.  The changelog for this February release is enormous, so check it out below - lots of goodies.  

Dropbox links are in the previous posts, so check those out to find it (the monthly builds like this one are in the Pony Tier link, regardless of which links you have access to).

Version 0.1.29.0 - "Incubating" update

New features:

  • Areas that have been previously visited eventually spawn new encounters
  • Encounter checks can now be manually failed if you first succeeded at them
  • Implemented oviposition and egg pregnancy mechanics
Lowers agility
The more time passes, the more the eggs gestate - you'll receive periodic notifications as time passes, and also be able to check on your status in the Quest Log
Eggs now display as belly fullness
Goblin eggs now implant and can be fertilized by certain enemies
Spider post-"lover" oviposition now not a game over - has extended scenes
  • Implemented colon, rectum, and sphincter statuses
Cum fills the rectum until it overflows into the colon
Eggs similarly fill the rectum and then colon
Sphincter gets looser with use and rubbed raw
  • Implemented Dignity 
Dignity now lowers as you do fun things, particularly monsters and monster pregnancy and working in the Brothel
Currently no way to restore Dignity
Dignity has few effects currently, most notably appearing in the expanded Mouth Fiend encounter
  • Implemented Willpower
  • Implemented Gravity spell - makes enemy heavy
  • Implemented Oil spell - makes enemy slippery and flammable
  • Implemented Reforge spell - restores armor
  • Hovering over available skills now provides more detailed information like projected damage and armor destruction before factoring in enemy defensive skills and armor
  • Combat bars now update in color and drain/fill over time
  • Elf and Adventurer are visible from and can only be encountered via the world map now - will no longer be automatically be encountered after a designated time
  • Implemented basic Femininity
  • Implemented fog of war 
  • Areas that haven't been visited or scouted are visually distinguished
Hidden nodes can be scouted to access them
Scouting level of an area is now preserved - if you scout out an area and then move away from it, it will stay scouted at the highest level it's been scouted at
  • Improved debt 
Now compound interest
Can take out up to 200 gold
Added cooldown to debt collection encounter
  • All UI elements now hide when pressing tab or clicking the new "Hide" button during encounters
  • Implemented a level up bar on the world map and encounters
  • Added portrait swapping on the world map
  • Added portrait swapping during many encounters to have Hiro better react to what's happening
  • Implemented player character able to use full nelson stance
  • Implemented encounters giving bonus skills, perks, and soul crystals
  • Implemented perks that require a higher level - Specialist is the first of these
  • Log display in encounters now has a backdrop for readability and displays choices and checks as well
  • World Map color and shadow shifting now happens gradually
  • End of battle now displays battle results - end of encounter similarly displays results of any battles during that encounter
  • Added a second town
  • Implemented carriages that will take you between towns
  • Can now wait in town
  • Overrun now doesn't cause bleed - implemented skills that don't cause bleed even with an edged weapon
  • Can now buy and equip footwear, armwear, and headgear that offers protection in certain encounters
  • Added tutorial tooltips that pop up the first time some event happens in battle
  • Can now toggle off makeup in the options screen
  • Hovering over a stance now gives a description of that stance on the skill selection screen
  • Added an Event Log to the quest log - displays when (and sometimes to who) anal virginity was lost, pregnancies, etc.
  • Added a healthbar to the encounter HUD
  • World Map hover display now occurs next to highlighted area
  • Added a Patron-specific credits screen

New content:

  • Mermaid encounter
 She shows up in the river, and acts as a potential gateway to the far side
High charisma will let you avoid fighting her
 She has an ovipositor - be forewarned
  • Slight expansion of the story mode merchant encounter
  • Added Orc story mode encounter
  • Can now top in Brothel
  • Added Naga Anal art
  • Added Werewolf animation
  • Added Orc Prone Bone animation
  • Added belly animation
  • Split up Goblin female and Goblin male encounters
  • Goblin female can now be rematched
  • Orc can now be rematched
  • Added a lot of new Mouth Fiend art
  • Mouth fiend encounter received expansion and alternate ending
  • Added a Town Portal scroll
  • Added Forager perk that improves foraging
  • Added a takedown ability to move a full nelson grapple to the ground
  • Added Kick Over skill to balanced stance - will kick an enemy on their back onto their belly and vice versa
  •  Can now receive Blitz Stance in story mode by defeating ogre and returning the artifact you discover beyond it through scouting to the class trainer
  •  Added Easy to Please perk
  •  Werewolf now uses "mating" skill
  •  Added an option to scout out the werewolf encounter to avoid it
  •  Added new sex sounds

Tweaks and bug fixes:

  • Decreased most load times considerably
  • Skill selection page now more obviously displays other selection panes
  • Added/modified sounds on skill selection and fixed text alignment
  • Pathfinding improved - will always find the visually shortest distance, making it easier to predict what path will be selected
  • Made enemies arouse slower unless teased
  • Gave certain enemies the Sudden Advance skill
  • Combat bars fully drain empty when empty
  • Changed stability display
  • Modified some attack sounds
  • Fixed some music queues
  • Increased experience requirements for higher levels
  • Status Effect list now displays proper labels
  • Fixed cum drinker in battle
  • Fixed a bug with toggling log display
  • Fixed bug when starting in a grapple stance but no grapple status
  • Fixed some town backdrops and music
  • Improved weapon display text
  • Stick encounter no longer pops
  • Hitting Escape while selecting skills now returns you to the character screen rather than the Main Menu
  • Did a major refactor of skills, which should make it easier to add new ones and create more consistency between what the enemies and player can do
  • Fixed some OpenGL 2.0 crashes - FBO extension crash may still occur if you run the game with your installed java version (any Java 8 update > 45)
  • Fixed name select field display in the Character Customization page
  • Fixed world map generation that caused areas to spawn offscreen
  • Fixed Werewolf Anal not displaying in Pervert screen
  • Fixed level up display bug
  • Fixed some blank displays on the battle screen

Files

Comments

Kiyu69

Exciting stuff!!

Acii

I saw at the last weekly build, that stat charms didn`t work

Zarcinia

how do you get the spider egg one everytime i try it it goes straight to battle right at the end

Anonymous

error eggto3 animation mission for mermaid eggs the second time around

Hero of None

Are you going to Add in more effects for enemies depending on Day/Night cycle? the scavenging during the night didn't seem that dangerous and I thought some enemies might be more fearful or easier to sneak by at night.

Raven077

Hmm. Well why end the game when you can just add on to it? Or copy it and edit it to make different versions? Like a more topping centric game, or one where some features like egg laying or game over scenarios are removed, etc. Can just repurpose assets, save a lot of time in that regard. Just an idea, I’m not sure how big this game can get before it has issues (I am no programmer lol) so making variations seems to be a long term way to keep the game file smaller. As for this game, just add to it for now! Since topping is a thing being added, maybe an in game way to get the dong bigger? If Maj doesn’t mind the extra writing? Oh I know, use the Golem and certain amount of Magic and/or maybe an item to increase size incrementally? Kind of like a mini quest.

Alfons

Maybe I'm just playing it wrong, but it seems to me that requiring a stance change for spellcasting and item use makes those choices pretty weak (and you can get stunlocked out of being able to drink health pots if you're a bit unstable). Might be worth thinking of for a balance pass at some point?

Majalis

Given that lowered health lowers your stats, and that curing low health (or bleed, or damaged armor) requires one of those two options, it's quite the opposite - there are times when the only feasible tactical choice is to either use an item or cast a spell, and not having those options (not having potions, for instance) is a guaranteed conversion of a losing battle into a lost one. Anyone who's made a mage and focused on offensive magic has also probably noticed that since nothing in the game currently resists spell damage (and lowering enemy health quickly cripples them before they can mount much of an offense), you can pretty much flatten anything just by spamming your nuke. If instability is the problem, you likely need to solve that before you chug a potion, and if you can't stabilize your character even if you're trying to, you've likely already lost against an opponent who will hit you rather than wrestle you when you're down.

Majalis

We'll be definitely continuing to add to the game for the near future, and even if, having completed story mode and fleshed out Adventure mode considerably from where it is now, we decided to move on, we'd likely keep adding to ToA for a long while.

Zarcinia

love this game probably one of my favs but only thing i hate is the game overs other then that all the content is pretty awsome

Majalis

Yes, we'll definitely have it affect scouting/stealthing, and different events will be available or unavailable at day or night. :D