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Thought I'd check in one more time tonight.


Between Thursday and right now, I've managed the following:

-Combat intro for a new enemy in one location.

-Combat for one enemy in one location.

-Win scenario for new enemy in one location.

-Loss events for high/mid/low taint related to new enemy.

-Three of ten new Mutation TF events (Basically a secondary set related to the new enemy, since they can cause more than one point of Mutation, a new set of TFs need to be written to accommodate the more drastic changes.

-New cheat option for -2 Mutation has been added.  The framework for +2 has been put in place but can not be completed until the above mentioned TF event sequence is complete.

-Full intro for Lady Anne has been written, including followups to those intros.

-Plugged the new Madness Ending art into the game.

-Commissioned two more major pieces of art for this month, as well as a pair of busts that will appear with character entries.


What I need to do still before the next release:

-Finish writing the TF event sequence (This is the biggest item on m list right now.  I expect 2-4 hours to complete.)

-Finish combat with the new enemy in three more locations (Should take maybe an hour each, at most.)

-Write a unique combat scene related to the new enemy (Should take less than two hours work.)

-Finish the framework for future content related to Lady Anne (Shouldn't take more than half an hour or so.)


My goal is to finish up all of this by the end of this week and release a new TEST build by Friday.  I hope to make the new build public somewhere around the 15th-17th of this month.


Tomorrow and the next day will be work days for this stuff (Lacking anything unexpected coming up) as will be Friday.  Wed-Thur will be more iffy, though I hope to spend at least a little time on one or both of those days working on things.  Once I finish working through all of the above, I'll be shifting my attention back to Therapist and/or Inheritance for the rest of the week. (Therapist being the higher priority at the moment.)

Comments

Meowrinya Nyekobornya

this looks nice. <3 first, whats the new enemy? the deep ones?

aftermathteam

Yes. So far, there are humans and hybrids currently in the game. I'm working on adding the Deep Ones now.

Meowrinya Nyekobornya

and the new TF's? there's gonna be a new deep ones tf besides the hybrid tf? Hmm maybe the mutations affect the main characters speech and text? Just saying.

aftermathteam

The new TF content will be the same as the current TF related to Mutation (Hybrid related TF) but I'm writing a whole new set of scenes for it. Speech and text is something I've been trying to implement at least a little bit as the game has grown, but I don't expect to see any major addition of content related to it in the near future.

Polar_Bear

I've been curious, and since this update is a bit about combat, I was wondering what stats go into combat? Obviously, Brawling does. But I tend to have my character's Brawling and Physique down fairly low (like... as low as it gets). However, my skills like Perception and Streetwise are all the way up. When it comes to fights, you'd think, since I literally have a 1 in Brawling, I would be losing fights. But most of them end up being both me and the opponent swinging and missing for 5-10 rounds until they attempt to run away. Eventually, they will manage to run away or, miraculously, I'll manage to KO them. So, as I mentioned, I don't know how the fights are balanced on the back-end side of things, but, at least for me, I can have my Brawling be 1 and still win basically every fight I get into. Maaaaaaaybe if I do, say, 10 in a day, and obviously never heal, I might lose one. But that's pretty rare.

Anonymous

Basically I've got the same question as Polar_Bear, unless I go back and forth, resetting basically, constantly, it's next to impossible to lose. Which is a shame as some of the loss pieces are pretty hot:P I've got all combat stats next to nothing. There's another issue with that seeing as if you put any points in combat now, those are pretty much wasted.

aftermathteam

Sounds like I still have some balance issues with combat. I'll give it a once over again if I have time in the next few days. Enemies are actually randomly generated within a certain range. "Humans" are pretty weak. "Hybrids" are a little tougher both in how hard they are to hurt and how likely they are to hurt you in turn. "Deep Ones" will be a couple of steps up from all of that. Brawn is your physical prowess, and factors into many of your combat related skills. Brawling + Brawn affects hand to hand combat. Firearms + Brawn affects ranged combat. Your defensive value is 8 + Brawn. Your character also has 10HP that can only be raised through sleeping or first aid kits. (I just lowered the character's defensive value just a little to see how that will affect things.) There are also instances where combat related skills will affect how some scenes play out. There are a coupe of places where Brawling affects how a scripted scene plays out. And I can think of one place where your firearms skill, and whether or not you have ammo, affects how a scene plays out.

aftermathteam

I think I addressed these issues with the comment earlier to Polar_Bear. Thank you for saying something, its always good to have more than one person report an issue because it usually means its not an isolated issue and I'm more likely to invest some serious time into fixing it. Glad you like the loss scenes. ;)