A new type of build: 40FINAL (Patreon)
Content
Hey!
We’ve been doing the bimonthly schedule for a couple months now.
It has helped a lot on our end - especially in being able to plan for greater things (and to be totally frank, in allowing us to avoid being in unhealthy crunch permanently), but there have been some pain points related to this change I’ve been wanting to address.
Regardless of the whole testing and pre-release cycle, major builds usually get most of their feedback in the weeks following their release. This means that many major bugs or feature feedback typically is given to us right after we stop releasing revisions for that update.
To address this, we’re going to start reserving major build feature refinements for a ‘’Final’’ build that will sometimes be released in the next month. It’s like a minor update to the game that doesn’t quite qualify for a full numbered build, and is mostly focused around addressing the feedback we’ve received for our last major update.
These builds will not have pre-releases, and will not have revisions unless extremely game breaking bugs appear. This way, we can ensure that our time working on the next major build isn’t impacted by their release.
We hope to avoid any major bugs by only refining features, tweaking numbers, and focusing on minor easy additions. This is something we would actually often do during pre-release builds and revision builds, and having a dedicated ‘’slot’’ where we can instead release those changes will help not introduce more bugs during those periods.
These builds will also not be guaranteed to happen on every off-month, as it may not always be appropriate for us to release one. We also hope that when they happen, these builds will provide you with some new stuff to play around with until we can give you more major features.
Additionally, due to common confusion about build numbers, we’re going to start changing the way we call builds to be more verbose instead of shortened things like ‘’R’’ and ‘’PR’’.
Test Builds = Builds only for testers and $20 patrons. Very buggy.
Pre-Release = Builds released a week prior to the real marketed release. This is for moderately buggy builds, and the best time to give us your feedback.
Release & Revision = The first build released on the 10th will always be 41Release, while any following builds will become 41Revision1, 41Revision2, etc.
And finally, we have the Final builds, which are targeted to have the majority of the iteration made on our previous major build’s feedback.
This brings us to 40Final which is ready for you today!
Download Link: https://succudev.itch.io/virtual-succubus-040
Password: PersonalitySlidersFinal
40Final Patch Notes:
Content
- Added the ''Tickler'' toy and interactions.
- Added the ''Go Faster'' button for rhythm events. This behaves as old taunt did during rhythm events, as it turned out to be a necessary part of this event for many. Taunting still has a chance to give this outcome as well.
- Added the ''No Outfit Consequences'' toggle, this disables outfit changes from being added to the pool of deals or wheels.
- If a favorite outfit is selected for a session, she will now ask if you still wish this outfit to be a favorite.
- Added the ''Session Time Hardcap'' tweak slider. This allows you to hard limit the length of a session, starting the ending immediately when you're reaching the end of this limit. More specifically, the ending will start 5 minutes before your hardcap, will skip teasing, and will not have fake endings. This will work for all session time limits besides ''Time Limit''.
- Added the Light Fog toggle. This decreases the intensity of the fog consequence.
- Added a random toggle for every personality slider.
Balance
- Edge consequences should no longer be given on the lowest arousal level.
- Added the option to beg for mercy on a fakeout ending. This will help for those who would rather keep her on Teasy but find fakeout endings can become too much at times.
- Increased the effect of arousal on edging based on the teasy/thirsty slider.
Polish & Misc
- Ruin & POT are now mutually exclusive.
- Added a new system that prevents default punishments from being given if ALL punishments have been disabled from the game.
- Moved the outfit preference question to the intro so that it shows up consistently and can be begged to be changed early if wanted.
- Changes to elf ear colors.
- Added ''Always Show Status'' UI toggle.
- Added the Hide UI keybind: V
- Reduced the pauses between edging and edge riding.
Bugfixes
- Fix for ''No X'' toggles not functioning.
- Removed a beg button showing when it shouldn't.
- Fixes for single tap buttons.
- Fix for the same outfit being picked twice after a change.
- Fix for a UI element showing as blank when it shouldn't appear.
- Fixed a bug that could cause a black screen when importing an old save that needed to be togglewiped.
- Fixed a bug that could cause incorrect task archetypes to display.
- Fixed audio in rhythm events.
- Fix for kegel urge at the end of a task triggering the breathe again text.
- Fix for having chastity device enabled but not in use causing ending teasing to be skipped.
- Fixed oral rhythm events not checking for the Oral Toy toggle.
- Changes to attempt to improve crash issues upon reaching endings for mobile devices.
- Fixed mercy not working on spin the wheel (it should have a chance to skip it)
- Buttons should now light up when the appropriate keybinds are pressed.
- You should once again be able to taunt during edge count session threshold prompts.
- Various minor flagging adjustments for humping.
0.40FINAL2
We had to release a revision for this final build due to major issues that slipped through the cracks. We're working on revising our QA process to avoid having to do these, apologies to those who were running into issues.
- Fixed oral toy being marked as layer incompatible
- Fixed edge counting breaking buttons.
- Fixed claws
- Rewrote the transition logic during endings to improve ending crashes on android compatibility build (and likely other builds too). Has been confirmed to be fixed by someone who was getting ending crashes 100% consistently, so we're hoping that solves it entirely as we could not replicate it on our own testing devices.
- Performance improvements have also been reported, further confirmation would be appreciated to help us hunt down more problematic optimization issues.