- May 18, 2020
- 42
- 31
had a short run where struggling just never worked for me, though that may be due to poor luck, it may be worth looking into for potential bug-catching
Yeah, it would be great if the timer was cut at least in half. To around 120.Alright first report about update: Time definitely needs to be sped up, takes too long to go from impregnation to birth for scouts. It's also not super clear when/how the pink ball charges recover for studs in the stable.
I consider this a vote for faster time. There are no achievements for time passing yet, though days passed is being tracked. Also I wonder if the achievement for time should be a WARP SPEED option.Yeah, it would be great if the timer was cut at least in half. To around 120.
It just takes forever. I deadass had the game running in the background for hours and only reached day 55, and didn't get a single time related achievement.
I am hearing this from several people, I consider this a vote for doubling the speed of days. Which I will do right now. Done. Instead the game now registers 2 ticks passing instead of 1Alright first report about update: Time definitely needs to be sped up, takes too long to go from impregnation to birth for scouts. It's also not super clear when/how the pink ball charges recover for studs in the stable.
Checked it again, cerberus is still broken.I consider this a vote for faster time. There are no achievements for time passing yet, though days passed is being tracked. Also I wonder if the achievement for time should be a WARP SPEED option.
I am hearing this from several people, I consider this a vote for doubling the speed of days. Which I will do right now. Done. Instead the game now registers 2 ticks passing instead of 1
The pink bips represent the studs sexual stamina, I think the max needs to be higher. Studs usually also recover 1 stamina each day. I think a tooltip will solve this confusion? I am changing the default MAX stamina from 3 -> 5, the stamina now (at spawn) from 2 -> 3, and the recovery of stamina per day from 1 -> 2. This will make the pink dots representing sexual stamina less relevant and oppressive, since they aren't super important right now. Obviously the system exists so some monsters will be sexual, uh, monsters, while others will be a little more demure. Later in the year, when we hit 50ish monsters I will definitely be doing a total monster rebalance.
Loads of stuff updates when a day passes. This will feel more natural when the sun is setting and rising, which I will implement later this month.
The update for this weekend has actually expanded to include a UI recolor, the ability to quickly open the inventory with "I" and then target party monsters using number keys, and the ability to see any genetic boons a monster has by quickly tabbing over them in the Stables without removing them and inspecting them. (These three things are done, did them the last few days). The UI looks SHOCKINGLY better in black and white, with little teal and purple accessories.
New version is up on MEGA, MediaFire and Pixeldrain. I appreciate the feedback woofie, thanks for reminding me, otherwise we'd all be waiting for my next mid-month update.Checked it again, cerberus is still broken.
Where did you upload the fix?
I appreciate the feedback. Just fixed the blockage (so will be fixed next update), thought I caught them all, you can tell I scattered those trees en mass huh? I think the new zone looks good, and needs color, ground clutter and ground doodads, but above all else, unique STUFF TO DO and see. I also think its too big. But people want CONTENT, and this world will be BIG, and spending time in a tile mapper is good fun.I've found some oddities with the update.
There is a path in the north west part of the forest that is blocked off by saplings. It has tall grass and a treasure stump on the other side.
View attachment 3233712
There is also a spot next to the river were the scout model can barely get through. It doesn't stop you, but it feels super janky.
View attachment 3233715
Other wise the new zone looks great, plenty of area to explore. I do feel it gets a little monotonous, but a little bit of color would fix it easy.
The in-game menu/popup screens, when in full screen, don't go all the way to the right.
View attachment 3233726
When in the stables, after selecting a stud for a scout, you need to move back a step before being able to do anything with the scout.
"T" to view clock. Which is explained in the controls blurb on the opening screen.Big fan of doubling the day speed as it makes it more dynamic and will enable the mass breeding better
Also yeah a tooltip explaining things like the stamina pips would go a long way for confusion because I thought it was tied to day passing, but I couldn't be sure due to the length of days and me not always catching if a day had passed or not since I had to change zones to see the clock again.
Oh my god"T" to view clock. Which is explained in the controls blurb on the opening screen.
It stays up for several seconds, or hit "T" again to shut it off.
Fixed this just now and reuploaded everywhere, fuck me what an oversight. Pretty important thing to have.Genetics gets wiped when a mon. evolves.
You gotta be on an old version mate, I can't reproduce this bug, and no one else is mentioning it.Don't know if this bug has been reported yet, but i noticed swapping a mon's position in the roster when out of battle just flat out replaces the pokemon with the one you initiated the swap with. Only did it with Weebaweed so I don't know if it's just them or a general bug sadly.
This happened to me in that when I tried to move a mon to the spot a released mon previously occupied. Such that the Serfpent (I think) was copied instead of moved over. This happened in the January version, too. I did try to reproduce it, but had no luck. I'You gotta be on an old version mate, I can't reproduce this bug, and no one else is mentioning it.
Will that be the first Rock monster? Or another Normal to release alongside Norma?But I need to finish a new X anim because a chunky boi is coming in this next hot-update...
View attachment 3242759
Honestly I dig the suggestions here, you raised some good points! Interestingly I had almost the same issue with my own Beezee encounter, except I got to the last two in the roster, and one was another beezee, and I had only one turn to struggle out, so I ended up taking a loss, but I figured if the second to last one was a Beezee, there was a good chance the last one was too, and I was not getting out of that matchup without a lost scout honestly. I feel like Beezee may need a tweak to be five turns instead of four personally, but that's just my opinion, and I'm not too set on it either. Regardless, good comment, hope the status page and glossary get introduced at some point because I love the idea of both of em!Thanks for the updates (and even making a free patreon tier, that's just nice as hell)!
This happened to me in that when I tried to move a mon to the spot a released mon previously occupied. Such that the Serfpent (I think) was copied instead of moved over. This happened in the January version, too. I did try to reproduce it, but had no luck. I'
Will that be the first Rock monster? Or another Normal to release alongside Norma?
Anyway, long wall of text incoming in regards to the capture/struggle RNG, feel free to skip this if you consider that mechanic a tentative element anyway.
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Anyway, looking forward to the next update. This type of game is totally my jam.
This will be the first rock monster.Thanks for the updates (and even making a free patreon tier, that's just nice as hell)!
This happened to me in that when I tried to move a mon to the spot a released mon previously occupied. Such that the Serfpent (I think) was copied instead of moved over. This happened in the January version, too. I did try to reproduce it, but had no luck. I'
Will that be the first Rock monster? Or another Normal to release alongside Norma?
Anyway, long wall of text incoming in regards to the capture/struggle RNG, feel free to skip this if you consider that mechanic a tentative element anyway.
You don't have permission to view the spoiler content. Log in or register now.You don't have permission to view the spoiler content. Log in or register now.
Anyway, looking forward to the next update. This type of game is totally my jam.
Holy shit Beezee's virility was WAY to high, it should have been zero since she's a Bug with Ovipositor. Like AIthon needed initially, she's getting a hot nerf.Honestly I dig the suggestions here, you raised some good points! Interestingly I had almost the same issue with my own Beezee encounter, except I got to the last two in the roster, and one was another beezee, and I had only one turn to struggle out, so I ended up taking a loss, but I figured if the second to last one was a Beezee, there was a good chance the last one was too, and I was not getting out of that matchup without a lost scout honestly. I feel like Beezee may need a tweak to be five turns instead of four personally, but that's just my opinion, and I'm not too set on it either. Regardless, good comment, hope the status page and glossary get introduced at some point because I love the idea of both of em!
Eh, I try. A resource based solution in form of contraceptives works for me, it's more in line with how the rest of the game is also resource based (limited number of items, scouts etc.) so I can see the angle. And just keeping the ovipositor monsters in line with lower virility should take care of these kind of situations too. Thanks for the quick reply, always nice to see a dev being on top of things.Thank you for applying your brain to the grab / offer mechanic.