theksandr

New Member
Aug 22, 2021
5
9
104
Huh, so the prophets were right after all...
I say drop the update now, I'll hammer out the kinks myself.
But I'm not paying him anything so I guess its for the merchant guild to decide.
 

Cakeey

Do you like cakes?
Donor
Dec 13, 2017
162
456
280
Heres the update on patreon :



TL;DR: Hello, I'm fine and okay. The game is not abandoned! Sorry about my absence last week and thanks! My SSD in my "work" machine failed, but of course I had backups. Curses/Blessings and Skill Trees functionality are absolutely and terminally incomplete. Please read the "CURRENT CHANGELOG" below in this post and tell me if you want me to release the update as is tomorrow, or if you'd rather wait a bit more - namely for Curses/Blessings, Skill Trees and COOM.

Greetings. It's me.

Sorry I didn't post last Sunday and broke my streak of being consistent for 9-ish months!! It wasn't necessary to bury me or my project right away, but I appreciate you acknowledging that bad and unexpected things can happen.

The reason for my absence is that my main (Chinese brand) SSD started failing around last Friday. It either doesn't get detected by my machine at all, or very rarely turns on and then the OS acts really weird. As a very observant person, I assume this drive is basically readonly now (when it turns on) and is counting its final days. Of course (of course) I had my backups and everything, but it took time to get everything up and running on a new SSD. I didn't know these things were this pricey these days. Glad my RAM is okay at least. I still haven't fully fixed my blender setup - for some reason it doesn't save my preferences, quick actions or hotkeys. Everything else seems fine, though.

I restored the project from a backup and lost a few days of progress.

Also on my fresh install on the new SSD:

1. (Seems to be fixed) The game was horribly crashy when running some very basic and old code that had been working fine since prototype-rev-1.1. If you're curious, most of the crashes were related to inventories and their interactions - items, library paragraphs, shops and battle actions. Most of the issues came from UI and inventory syncing. I believe I've already fixed this, and it runs well now, but I haven't had enough time to properly stresstest it yet.

2. Looks like some binary files in the backed up project were corrupted during import on my new installation. From what I've encountered so far, many newer animations (which godot stores in a binary format) fall back to other animations. I'm currently investigating this. As a bonus (negative one), renaming old animations in the animation library and importing new ones under the same names still makes them fallback to the old animations, even though the files themselves get overwritten - or at least it looks like they get overwritten, I can't read binary files. I noticed this behavior a long time ago when two TJ variants got mixed up, but now this issue is showing up everywhere.

I was writing a list of things that are completed for 1.5 (below). They're in a state I'd consider complete, and if you want (and can forgive me reverting some content, and can wait for it to return a bit later), I can ship this version tomorrow. Personally, I don't want to do that yet, because I haven't finished the promised skill trees, curses/blessings and COOM. Those are probably the most anticipated things, and they're what I was working on the most right before the drive failed. They were incomplete and buggy back then, and now they're even more incomplete.

CURRENT CHANGELOG - STUFF I CONSIDER READY FOR THE UPDATE

H-CONTENT

New animations:

  • DT BJ
  • (REMADE) Slap Cheeks
  • (REMADE) Grab Cheeks
  • (REMADE) Grab Cherries
  • the rest are broken (currently working on fixing them)
Unique animations for Camping Rooms:

  • Chatting (non-H)
  • FJ
  • HJ
  • Kisses (upper and lower)
  • Grab Cherries (Tent exclusive variant)
GAMEPLAY

  • Misses and Crits now use Token system (no longer random by default)
  • Some items can now be used during battles
  • Enemy stats now scale with level
  • 12, 18 and 24-floor Delves are now "area level" 1, 2 and 3 respectively
  • 12-turn simple text-based (for now) minigame of random exploration events - if you choose to explore and leave Mentor and Aster resting in a Camping room
  • Stats implemented for Hero, Aster and Enemies
  • Camping Rooms in Delves
  • Random shops in Delves
  • 1 New Location preset (12, 18, 24 depths)
  • 2 New Enemies
  • Shops now have finite stock
  • Pre-Delve shop restocks immediately but with higher prices
  • New weapons (reskins/recolors)
  • New consumable items
TECHNICAL

  • Basic Settings Menu
  • Save Menu
  • "Debug" console - open with tilde
    - "set X Y" sets variable values (available variables are "hp", "sp" or "st", "mp" or "fp", "pl" or "pp", "ep")
    - "give <id> <amount>"
  • Lots of UI stuff
  • Lots of backend stuff (yay!!)
  • QoL improvements
  • Added some non-H SFX
  • +~4k LOC
BUGFIXES

  • fixed battle log causing lag in longer Delves
  • fixed Underwear not saving and not showing in Aster's inventory properly
  • fixed some non-H animations
  • fixed Aster glitching and acting first in encounters
  • fixed Mentor SFX bass boost
  • fixed weapon base ATK not applying properly (hopefully)
 

noeleo

Newbie
Dec 30, 2017
73
143
146
New update, ssd died, He is asking us if we want it to release tomorrow or wait til he thinks it's good to ship.
He is alive.

All is well like we all should have known.

Thank goodness.

Waiting would be worth it imo
 

YeetLord_

Newbie
May 17, 2018
48
155
127
New update released WIP!

"

NOT A COMPLETE GAME UPDATE!! (WIP)

PUBLIC RELEASE NEXT WEEK

"

 
3.90 star(s) 38 Votes