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New build is (finally) here! I was working on some new graphics features on late November then got bogged down with IRL stuff in early December. 

This build features new random event rooms. Shown as "?" on the map. Depending on your decisions on the event, it could have drastically different outcomes! 

I also felt that the base game was perhaps a tad too difficult so I have reduced the enemy level scaling per dungeon floor. This doesn't change the difficulty of the first floor but the subsequent floors should be considerably easier. 

Added new option settings to disable the automatic camera panning plus a new (toggleable) auto camera zoom in on grabbed units feature from suggestions. 

As mentioned earlier, did a lot of work on new graphics eye candy but those are not ready yet for this patch. I will show case some of the stuff I am working on in a separate post to keep this post on topic. One thing I did manage to implement for this patch is Emissive color customization. Despite what the name sounds, this Emissive color does not emit light but rather is not impacted by the current lighting condition. This Emissive color customization is available by clicking on the * button. 

Changelog:

  • Added random event rooms (? icon on the map)
  • Added 7 random events 
  • Added item spawn requirements
  • Added new items that will only spawn after certain amount of progress during a run 
  • Added Emissive color customization in dresser by clicking on the * button. 
  • Added a camera zoom in effect when character is engaged in a grab 
  • Added new gameplay options to toggle automatic camera panning and camera zoom on grab 
  • Added some internal memory management things to help deal with big mods
  • Units receive AFTERGLOW status after climax again so their p**** remains erect
  • AFTERGLOW no longer have gameplay impact
  • Fixed "Haste" card was named "haste"
  • Fixed items granting movement bonus having no effect
  • Fixed Temp HP not reduced correctly during grabs 
  • Fixed a bug that cause there to be much more campfire rooms than intended
  • Enemy level scaling to 5/floor from 10/floor (game is now easier)
  • Defend action scaling to x0.7 SPC ATT from x0.6
  • Weapon slot under loadout is disabled for characters with preset weaponry
  • Reduced generated portrait size to 128x128 from 256x256
  • Added a better fallback case for when portrait texture is full to prevent fruitlessly trying to re-generate new portrait textures 



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Comments

Anonymous

Greetings. I want to say something. The first half Year you made a lot progress and it looked you know what you doing and what you want. But the last Months i had the impression you lost focus and you are not sure what you want to do. Thats my opinion / impression, but please dont get hurt from my Words. I just want to say what it looks like at the Moment for me. I will buy/ pay for your final game , promised. Just dont let me regret it ;) Merry Christmas to you and take your deserved break so you can start full with Energy next Year.

Emymuu

The new Gameplay Tab options, Yoor an angel c: I'm liking everything I'm seeing Allot of my enjoyment of this project is the moddability. I created my own units, floors, etc. Good stuff. I hate slimes, gameplay is torture, but I removed them no problem! I'm glad your motivation is seeing you through. Happy Xmas c: