The Change Log:
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Hey, guyz. Sorry the build is late. I was tinkering with code for a long, long,
long time. You might not notice a ton of differences on the surface, but the game was revamped quite substantially. (Alas, I probably also managed to generate a few new bugs in the process, though we'll just not worry about that for now.)
The New Stuff
This week's storyline additions are minimal, but give dungeon lovers a bit more firepower depending on your choices. The storyline finishes off the tail end of Jerry's storyline, which, if you've played it (check out the camwhore job), is already pretty long. Didn't want to drag it out too much longer. The storyline aspects include the following:
- Three new sexy animations with Jerry;
- A few new cut scenes;
- A new ending; and, if you decide not to pursue the ending,
- A new Title. It'll make combat situations randomly easier, so if you like the RPG dungeony stuff I'd recommend going for this Title at some point.
Small story, but it needed to get in there eventually.
I'll drop the link a bit further up this time. If you wanna be surprised by the moves I dropped into the combat, just get into some fights 'n see what happens. There are... five new moves? Six? I can't remember. ANYWAY, enjoy.
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Combat Revamp
Most of this update went towards updating, streamlining, and bolstering the dungeon combat. To that end I added and changed a whole bunch of stuff. Much of it is under-the-hood, I'll admit, but a fair amount of work into making combat more varied as well. We'll start with the additions, most of which pertain to enemy attacks:
- Added two new status ailments which disable Mindy's Attack and Magic options. The one that disables Attack is for fans of fat-bottomed girls in particular. (There's a second part to this attack, but I ran out of time. Next build, maybe.) Each status ailment has a specific attack, and a few of the existing attacks have the chance to mute Mindy.
Status ailments are a bigger threat than they used to be, so nabbing the Heal spell is a smart move.
- Added a watery spell that leaves Mindy a little see-through up top for a while.
- Added a scissory spell that leaves Mindy a little exposed, and probably mad that she needs to fetch a new uniform.
- Implemented seven Titles (aside from the one scenario-unique one I mentioned above) that raise your combat stats, all of which are gained through ending bonuses.
- Added four new items. The first three are expendable items that will a) Allow you to flee non-boss battles (the Fleestone, which I've been putting off for WAY too long), or b) Get rid of any and all status ailments. Since one of those items is Snake Oil, it is cheaper than the full cure-all - though if you use it there's a risk that it won't do anything at all. Yay for Hucksters!
The fourth item is a new accessory that will allow you to 'forfeit' a battle and jump straight to the alternative sex pose, without expending HP. You'll still lose one Stamina, however, because sex... sex is tiring. You'll get this one, specifically, from one of the Modelling / ShutterBug endings. The 'best' one, I guess.
In addition to adding new combat options for enemies I also changed up a bunch of other stuff:
- Shuffled around a lot of the enemy moves. Most of the enemies can now use more moves, and some are a little more intelligent about it. Guys that can buff their stats, for example, now only do it once, since they only get a single buff. I also tried to eliminate stunlock situations whenever possible, so stunning moves
should only go off when you aren't already stunned.
- Changed the Sexy Times counter / countdown. Previously Mindy needed to push the counter up to four to trigger her alternative loss animation. The number has now been bumped down to three - and as soon as she hits three, the fight is over. This should make fights in general more difficult. (And those of you who asked for the number of fails to be lowered to three may regret it. Or not! Who knows.)
- Added a tiny spell-casting animation for Mindy, something that was quite overdue.
- Changed up the enemy fire spell a bit to make it slightly flashier.
- Changed up the rising dirt clouds in a few spells and attacks. (It's difficult to do a Quake-ish spell when you can't see the ground in the fight.)
- Added a few more possible items that pop up when enemies heal themselves. Might be a Simpsons reference in there.
- Added particle effects to a bunch of things to make them look a touch snazzier.
- Properly outfitted a bunch of enemies with things to steal. Previously about half the enemies didn't yield much of anything, because... well, I forgot about that move, honestly...
I also changed a bunch of other little odds and ends, such as having multiple status ailment icons along the top of the screen, changing the elemental weakness wheel a bit, changing up some of the bonuses so you can get weapons and armour early, etc.
One rather annoying problem: The alt-sex animations are being a bitch during transition sometimes and Mindy is switching to the wrong animation. I have just plain run out of time to work fixing this. Speed up the animation just once and it'll switch to the right animation, then cycle through a cumshot to sync it up properly if the speed is off. All will be well.
Please let me know if you notice any major wonkiness (aside from what I just noted). I've been testing the combat system pretty arduously for the last four days, so I don't think there will be any major problems, but I haven't been able to test everything. I'm particularly interested in making sure scene transitions on bosses work properly - everything I've tested so far has, but I wouldn't be surprised if I mucked up something.
The revamp will make adding new moves much easier for me going forward, so expect enemies to sprout new and sexier attacks in the future.
Dungeon Changes
To a lesser extent I messed around with dungeon exploration a bit, as well:
- I've had requests in the past to just make Mindy's Speed Heels running speed permanent. I have done so. Now the Speed Heels make Mindy
even faster. (Though it's not a two-times jump in speed like the Speed Heels. That would be ludicrous.)
- To balance out the permanent change in Mindy's speed, I've slightly increased the encounter rate for random battles. It was already a little low. (Particularly when you were wearing the Speed Heels.)
- Turned the nice, floaty, atmospheric spheres in BloodOrb Forest off. For a long time they worked; then, at some point, they just decided NOT to work. Can't figure out why, and I'm sure they just add unneeded lag. Some day I'll come back and muscle these fuckers into working properly again.
- Tinkered with the tents a bit to make sure they appear properly. Now they should. Should.
Bug Fixes and Other Changes
EventSpawn strikes again. The major-ish stuff he pointed out which I fixed - along with other stuff I noticed while tinkering with the combat - is listed below. I also fixed a lot of textual issues that EventSpawn pointed out in various cut scenes, which is a sign that I should probably replay a lot of the cut scenes and do some editing.
- Removed the collision boxes from a bunch of ending sprites. The images were spinning around previously; no longer. (In the gallery, anyway. If they still do in some of the ending scenes... well, that I can't explain, though by god it shouldn't happen anymore.)
- Fixed some text boxes that weren't appearing upon winning a fight. Along the same lines, got rid of some text that sat on the screen after using spells, seduction attacks, and / or items.
- Fixed the tents. They appeared when sleeping on some maps and not on others. Now they appear on all of 'em.
- Got rid of a Fade option during Darkly at the Mascot job. Also got rid of a fading effect that triggers on JizzWhiz while at the School.
- Less a fix than a note, but the HardBeast isn't disappearing from her spot when you beat her, so you can fight her as many times as you like. Beating her once nevertheless still counts towards the Beasts ending. I'll puzzle out her refusal to disappear later.
- Removed the option to X-Ray during MegaHot in the Geisha job. Wasn't supposed to be able to do that. Really need to get back to x-raying jobs... like so many other things I need to get back to...
- Changed up the prize you get for completing Shay's quest in the second dungeon. For some reason I set it up to get a quest item that you also get from someone else. God knows why I did that.
- FINALLY figured out what was wrong with the descriptive text boxes for the dungeons, and the fact that they wouldn't appear, nor would the text always show up. Goddamn, that took too long to puzzle.
- Added a little extra bonus to the job achievements. When triggered they will unlock their respective jobs at the beginning of the game.
Still got plenty of chewing on EventSpawn's list to do in the near future. Progress!
Next Build
We have two storylines left: Gaspar and Middle D. I'll probably go for Middle D for the next build, 'cause I find him the more interesting of the two, but we'll see. Either way, next build, more endings and more sexy animations. Getting close to the end! Stay tuned.