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Kitsuna and her unevolved form Kitsii, have won the July poll and will be added to the game in the coming weeks! The first MIND type move Brain-Crack is already finished.

Removed: Achievement System. Tired, confused, and requiring a frankly retarded amount of tracking and saving for multiple variables, the old achievement system, meant to be a way to become more powerful between runs, is officially dead. 

ADDED NEW PERSISTENT SAVE SYSTEM:

You now earn four kinds of experience points: Battle Exp, Items Exp, Genetic Exp, Survival Exp. 

These four numbers are tracked and persistent through runs. Because only 4 ints need to be saved the save system is super simple and clean. 

Earn Exp for related activities. 

When you START a new playthrough the game converts every 100 exp you have earned into 1 point. You get Battle points, Items points, Genetic points, and Survival points. Walking into a friendly area (like a scout base), where you can access your STABLE, you can now spend these points on SUPPLY. Supply works similar to a skill tree, you can buy additional items, or make yourself more effective at using items, or make tools more effective, or gain bonus to skills (like better struggle), or even do more damage in battle.

BUT you have to remember to walk into your base and buy these bonuses, yes, every time.

MANY more supply bonuses coming this very week.

Added: The ability to recruit new unevolved monsters directly into your stable. Remember you can only see and interact with the first 12 unevolved monsters in your stables (for now). Previously you had to have an open party slot to recruit a new monster, well not anymore!

Added: Zephyr (and her unevolved form Cluffy) She’s out on the plains, AND cluffy can be recruited from an EZ encounter in the grass beside the base.

Added: There’s a new screen on the start menu called GUIDE. It replaces the Unlock menu. Feedback appreciated.

Added: Thundama’s boobs didn’t bounce during her x-anim, making it look stiff, so they move a bit now. 

Alter: Monsters now have a base of 150 calories max, up from 100. Reminder; their hunger induced obedience checks are governed by whether they are 3/4 full, 1/2 full, or 1/4 full.

Alter: Made the map larger and replaced the shitty ms.paint art with the v2 map art

Alter: Massively lowered the amount of food you start the game with. 

Alter: Player can recruit a Vifly from the bug type EZ encounter in the grass beside the base.

Alter: Player now gain apples from all wild treasure chests, you might still get a bonus apple still.

Alter: Player start with significantly fewer supplies and items.

Known Bugs: 

Static memory buildup. The game is correctly freeing nodes/objects from memory as they are deleted but as you witness more content the game is building up static memory and after an hour this slows the game down. Still trying to find a fix for this. It is happening because technically the entire game is happening within 1 SCENE, and levels are swapped out during loading screens (the fades). 

For those of you unsubscribed here is this months monster poll preview:


Comments

MossyWolf

How du you get GXP from?

ANdreas ARCHYbald

I have played the most recent build and noticed some weird things: 1 I rarely if ever got any evolution stones for Spark or Bug, even if I went through the entire map to find them and had a bagillion of two or three specific types, while every other evolution stone only showed up rarely, which could make things very awkward. 2 Interacting with the supply menu never worked for me. I just flatout can't do anything no matter how many Exp/points I have. 3 If I got an unevolved monster in my party I often couldn't add it to the stable from the party, which could mean that my party gets clogged up with monsters I can't send to the stable and only can evolve if I happen to have the right evolution stone (which wasn't always guaranteed). Maybe add a supply option that allows you to get one evolution stone of a specific type of your choice.