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EDIT: Tried to catch it all, but was working down to the wire, so one slipped through - Hotfix v0.3.37.5 fixes the crash bug at character customization related to selecting a new "size".

Hayoooo! New weekly!!! Lots of combat stuff this time around!

So, while I wanted to wait for the AI system to be fully in place before we did, we've done a bit of a combat pass - adjusting a lot of things and adding new techniques and some new features, as well. Both physical and magical options are seeing major changes, with Magic getting a bunch of interesting toys and new concepts, and Physical getting some really powerful options, along with some of the existing systems playing a larger role, like weapon grip and stamina/stability management. Stealing also now works based on item value and weight, as well.

On the Magic side of things, we have the Awakened perk, which gives access to Magic spells, and also determines how much mana you start combat with, which will overall be lower.  The "channeling" techniques that restore mana are now more potent - and there's a new one that is usable in Defensive stance - partially to compensate for this, along with the Archmage perk, which gives mana while using the Incantation skills. On the flipside, there's the Quickcast spell, which costs mana to get directly from Balanced to Deep Casting. And on the defensive side, we have the Spellblade and Incanter perks, which give parry and evasion, respectively - for the former, while using spells/incanting/deep incanting (ranks 1, 2, 3, respectively) and for the latter, while Incanting/Deep Incanting (ranks 1, 2, respectively). There's also Deflect (a perfect parry spell) and Fizzle... which lets you cancel your Casting and also remains an option when you don't have any mana, which helps make it clearer when that's the case, instead of letting you use the spell, but having it fizzle anyway. A lot of spells got improved in terms of their stats, putting more focus on the spells themselves and a little less on your Magic score.

All six of the "advanced" combat stances (Blitz, Berserk, Haymaker, Counter, Focus, Stonewall) got changes, some pretty major, like multi-attack for Blitz and Berserk, and Counter getting pretty big buffs and a Trip skill, as well as Focus and Haymaker getting some boosts. On the flip side, enemies now have unique and better armor, and there's been some other adjustments to the power numbers behind physical attacks, as well as increased stability and stamina costs, and a reduction to armor sunder and knockdown, as well as Disarm (weapon grip damage) being more common.

There's also some neat little improvements to the combat system, like merged feet/legs for the naga-types and mermaid, tall enemies having their head off-limits unless you get them kneeling, etc.  There's also some more clarity about the Defense/Negation system, with parries and evasion, like block, displaying how much damage they're taking off (each point of evasion/parry/block takes away 1/4th of the damage of a physical attack, redirecting it to Nothing - Your Weapon Grip - Your Shield durability, respectively).

I did a bunch of testing as I was implementing this stuff and after, but at the very least hopefully there aren't any crashes lying around, but there still may be, or odd behaviors. It should all be good but, y'know - I'm doing the testing and I'm also the one implementing it, and I am but a simple snail.

We're also going to be posting up a preview of the Canonical Cock Chart we've been working on after this, along with a short devlog related to it.

Sorry if you're still waiting on that AI devlog; I think we've finally settled on an approach for AI that's going to work, but it's a doozy of a project - up until now I've mostly been cleaning up the existing AI code and moving it all into a proper system that distinguishes between what's AI decision-making and what's allowable by the game, and that's been paying dividends in terms of fixing bugs, clarity of the existing implementation, and allowing for me to add specific AI behaviors in a similarly bug-free way, but what it hasn't done, and what the AI solution will do, is allow for more long-term thinking and more player visibility into why enemies are doing what they're doing, which will be great both from a gameplay perspective and an erotic perspective. But, there's still more to do there, so I'll talk about that more with that devlog - for now, enjoy!

Next up we've got the Slime Bootyshot, maybe a nice cock close-up, more Brothel Madam, and maybe more Urka, too, while we're at it.

As always, changelog is below, and convenience download link below that. Thanks for supporting us!

Version: 0.3.37.4 - 3rd October Weekly - Hotfix version v0.3.37.5

New features:

  • Magic overhaul
  • - Awakened perk for determining magic aptitude - Each rank increases starting mana in mana pool by 1/4, up to a maximum of 3/4 at rank 3 - Mage starts with Rank 3, Paladin/Enchantress 2, Ranger 1
  • - Each point of base Magic increases mana pool by 4, rather than 3
  • - Added Spellblade perk which gives parry while casting or Incanting depending on rank - Paladin and Enchantress start with rank 1
  • - Added Incanter perk that gives evasion while Incanting - Mage starts with rank 1
  • - Added Archmage perk that draws mana into your mana pool while Incanting - Mage starts with rank 1
  • - Added Fizzle "spell" that will be used in place of other spells when you lack mana or to cancel casting a spell
  • - Added Quickcast spell that uses mana to immediately move into Deep Casting stance from Balanced
  • - Added Chant spell that channels a small amount of mana while blocking, learnable in Defensive stance
  • - Added Deflect spell that fully parries an attack with your weapon when used in Balanced stance
  • - Other adjustments to magic and related techniques down below
  • Added Stalwart perk as a base Paladin perk that gives +2 Charisma when not using it for naughty purposes
  • All-Out Blitz and Rage are now double-attack skills even when not dual-wielding, but lowered their base damage
  • Added unique enemy armor with various durability, damage negation, and special effects
  • Some magic-inclined enemies have a starting Phantasmal Shield
  • Doppelganger now copies the player's stats and equipment
  • Natural weapons now have Strength scaling
  • Stealing success is now based on weight and value of items
  • Added Change-Up technique learnable in Blitz stance
  • Added Inner Focus skill in Focus stance
  • Added Trip skill in Counter stance
  • Yoink skill now available for the player as well, allowing for removing obstructions (pants/underwear/gags)
  • Enemies that don't have feet redirect Foot-based attacks to their leg armor
  • Tall enemies have lower armor hit from higher height attacks
  • Added required stats for Perks
  • Off-Hand and Double Attacks now appear as such in the combat log for clarity
  • Evade and Parry damage reduction amounts now appear in combat log - block already does by virtue of being shield damage
  • Added Apply button back to level up screen

New content:

  • Hiro portrait animation!
  • - Now displays Hiro's current expression/gesture in place of the static portrait
  • - Also reflects Hiro's full customization
  • - Hiro's animation has been upgraded, and we're going to be doing more work on it to make him more posable fix some old issues
  • - New Hiro expressions and gestures!
  • Added Magic Block sound

Tweaks and bug fixes:

  • Fixed Phantasmal Shield not working unless you had a physical shield
  • Adjusted starting stats/perks/skills for classes
  • - Paladin - Strength+1, Magic+1, Charisma-2 (Starts with Awakened 2, Spellblade 1, and Stalwart perk which compensates for lowered Charisma, along with Gauntlet, Helm, Sabatons)
  • - Thief - Endurance-2, Perception+1, Magic+1
  • - Ranger - Strength-1, Endurance+2, Magic+2, Charisma-3 (Starts with Withdraw skill, Awakened 1)
  • - Mage - Strength-1, Agility+1, Perception+2, Charisma+1 (Starts with Awakened 3, Incanter 1, Archmage 1, 3 Magic Crystals, a Dagger, a Robe)
  • - Enchantress - (Starts with Awakened 2, Spellblade 1, 2 Perk Points)
  • Reduced Knockdown effect
  • Made each point of Armor Sunder on a technique increase Armor Sunder by 25% instead of 100%
  • Reduced Agility's effect on Stability regen
  • Adjusted Strength and Magic impact on physical and magical power, respectively
  • Slight weapon scaling reduction and increased base power
  • Limited the effect of "When you greatly overpower/are much quicker" bonuses to 1 rank
  • Added Disarm component to a bunch of techniques, which hurts weapon grip
  • Weapon grip regen separated from Weapon grip loss
  • Adjusted stamina, stability, and power values for a bunch of techniques
  • Lowered stability recovery of Stand Up
  • Berserk now adds a Strength bonus when used
  • Rage now has improved armor sundering
  • Riposte now results in Offensive stance
  • Enhanced Ashi with bonus evasion (and conditional bonus evasion)
  • Counter skills now also block
  • Added Dual Wield to Falling Crush
  • Spring Attack reduced to 3 ranks
  • Assault is now only usable in Blitz stance
  • Improved heal spells
  • Adjusted mana cost and power of a bunch of spells
  • Adjusted Magic requirement for a bunch of spells
  • Focus Energy and Deep Focus now draw 12 and 24 mana respectively
  • Phantasmal Shield moved to Casting stance
  • Skilled perk now gives 3 additional skill points
  • Well-Rounded perk now has 3 ranks
  • Strong Grip now has 3 ranks
  • Item Master now has 3 ranks
  • Adjusted stat requirements for certain skills
  • Added Blitz to Bunny/Puca
  • Fixed Full Nelson AI for Urka
  • Fixed casting AI for Trudy
  • Adjusted Harpy AI to prefer Fly
  • Fly, Aerial Attack, Slime Attack, and Slime Quiver now have more evasion
  • Slime Attack now also hurts weapon grip and has additional armor sundering from acid
  • Smash can now hit on the ground and does extra damage if it does
  • Angelic Grace and Demonic Power as well as the Heal spell taught by Kylira and used by the Angel now all cure Bleed as well
  • Added Haymaker to Trudy/Minotauress
  • Added Berserk to Ogre/Minotauress/Demon King
  • Reduced Gadgeteer discount
  • Fixed a bunch of art assets' sizes
  • Fixed Giantess valley path
  • Fixed erroneous "You"s in the combat log
  • Fixed doubled dialogue from double attacks (like dual wielding)
  • Added Trudy standing animation in companion scenes
  • Used Monsters Town BG for encounters in Monsters
  • Reworded a bunch of tooltips for clarity
  • Slowed the skill display scroll and added a pause to it for readability
  • Changed the order of Perks listed on the level up screen for better grouping
  • Fixed Brigand X-ray not working in Doggy stance
  • Small UI fixes

Hi-Res Art and Tales of Androgyny Weekly Updates (Bunny Tier+) -

https://www.dropbox.com/sh/ohto2dm6xv6caq3/AAAW7iMAcseiksZItEG-qq40a?dl=0

Password: ryefc

Files

Comments

Arch Succubus Eclipse

Do you have a discord because I got a few errors I want to send but I don't know how, including a error log.

Majalis

Yeah, if you link your discord to Patreon (on Patreon) you'll be automatically invited.

Ben Hammer

Im not sure if im wrong but seems like alma's AI is not engaging in any sexual things,she just uses spells and hits.

Majalis

Yeah, her and the Brigand were given cursed underwear by accident; I've fixed it for the next version.