Category: Trials in Tainted Space

Yo

Gooooo people… goo people… slop like goo and suck like people…

Fen here, touching base to give a better appraisal of my activities. It’s been a busy month! I finally got fiber installed to my house, which means I can hopefully stream once more! No matter how much of my furgold I shoveled into my cable ISP’s furnace, I could never get consistent enough upstream bandwidth to reliably broadcast a video feed of any kind, leading to a gradual, frustration-based cessation. (Even with gigabit cable service!)

Now I’m getting ~700Mb/s upstream on my desktop in my office. 60 fps 1080p streams, here I cuuuum~!  I only had to call after missed appointments twice, and deal with a web interface that kept reporting my install date as Christmas of 2021 – you know, average ISP stuff. And it costs half as much as my old cable ‘net! Calling to tell Mediacom to fuck allllll the way off is going to be borderline orgasmic. Somebody’s gonna have to get me a mop.

As previously reported by Gedan, I’ve been working on combat routines for Dhaal’s final dungeon. The current project is a horde of morphic goo creatures that shapeshift into a variety of different existing NPCs. I’m not actually attempting to copy combat routines from those creatures, but I am accurately pulling their appearance data onto the shapeshifter and using that to drive a variety of a tease attacks based on gender and sexual equipment. Pulling that data wasn’t that hard – but I also had to figure out a way to have the goos accurately store their combat designation (Goopleganger A/B/C/D) away while shapeshifted – and re-assign it after slopping back into a blobby foe.

On top of that, I’m attempting to avoid repetitious combat text since this is a party-type combat where you will be battling 3-4 of these goopers at a time. To do that, I broke their attacks into three types: slappy, fem-teasy, and masc-teasy. The attacks are tracked in sequence. Each time a goopleganger uses one of those abilities, the game goes through the entire horde and updates the tracking data so that the next blob-chungus will know to use the next tease or slap down the list. That fight is finally getting close to ready for implementation, after which I’ll jump on the final version of the final boss fight for that dungeon. Fortunately, more HP-driven battles tend to be quicker to do, since I don’t have to conceive of horny texts for attacks.

Oh, and we’ve been slipping out some hotfixes for the last release.

Hotfixes:

  • Dropping an item should no longer crash the game. (Thanks, Geddy!)
  • Renvra pregnancy no longer eats all the movement buttons at a certain stage. (Thanks DrunkZombie for helping me track this one down!)
  • Added a toggle for the animation of scanlines in the player character outline. (Thanks, Jacques00!)
  • Art for the Diamond suit of playing cards should be added, completing the set. (Thanks, Jacques00!)
  • Fixed a softlock on Poe A (Thanks, lowercase donkey!)
  • Cocksocks should now allow you to select the penis you wish to wear one on. (Thanks, donkey!)
  • Lots of textual issues resolved. (Thanks, lowercase donkey!)
  • Pregnancy speed should be correctly displayed in the codex. (Thanks, DrunkZombie)

[TiTS] Chippin In Da Mines

Adjatha, Savant

Art by: Adjatha

Last couple weeks have been a little off kilter for the release times now; I’ve taken a while off to work on another project that is coming up for a big patch, so I’ve not had my eyeballs fully on keeping up with TiTS things. I’ve been getting my fingers involved whenever somebody has specifically directed me to something that needed my attention, but my day-to-day has been elsewhere for the most part, and it’s only today as part of our weekly meeting that I realized we were going to be coming up on 2 weeks without a patch – time to change that!

Everybody has been cleaning up a lot of the things left hanging after my big chopping into the UI component flow to resolve button generation issues. A huge amount of things having shifted in meaning subtly over the course of the port has piled up a lot of simple to fix but hard to head-off mistakes that are now being resolved as part of it. Generally, just a lot of cleaning up all over the place I guess, so it makes sense to not let this stuff sit unreleased for too much longer, especially considering I haven’t been committing too much stuff to subtle break different stuff in the background.

Fen is still deep in the mines working away on the dungeon encounters, and he’s having a grand old time trying to maintain his sanity whilst twisting the combat system into making goo dopplegangers work that can take on the appearance and some of the combat capabilities of the things they are duplicating. It sounds like he’s through the rougest parts of making that work, but I do not envy the man for deciding to make it happen.

0.9.020 Changelog:

  • Backer: Two new extra scenes; Olympia Facesmothering and Kui-Rodenian Porno. (William & Leek)
  • Public: The LoveStarz expansion is now public.
  • Public: The Anyxine Worship & Assfuck scenes are also now publically accessible. (William & Leek)
  • There are handful of new items available from Xanthe, Busky and Inessa, and a few that are tied to certain holiday events. (??? & Leek)
  • More items that were causing menu generation issues have been fixed. (Basically everybody)
  • The way ship events are triggered has been juggled a little further to make more sense with the new ships-have-actual-interiors paradigm we now have. (lowercase_donkey)
  • Attacks that hit multiple enemies but didn’t primarily target the first enemy in the list should no longer hit the attacker. (Gedan)
  • The usual assortment of typo fixes and bust tweaking. (lowercase_donkey)
  • Attempted to catch issues with calcSalePrice vanishing when using the Drop Item UI component. (Gedan)
  • A great many tweaks once more to Sophora. (Many fingies in this pie, but mostly Fen & Leek)
  • Paige has had more work done to ensure scenes work properly with the modernized versions of our genitalia selection menus. (lowercase_donkey)

 

As always, if you like the game and like what we’re doing, you can always support us on Patreon or SubscribeStar! And if not, well, the free builds will still be here!


[TiTS] Preg? Preg. PREEEEEEEG

(The CoC2 lads put up a post yesterday as well, if you missed it.)

Amber getting worked by her captain and Anno by Moira.

Hey all, Fen here with a surprise patch for you guys! Monday’s patch came in fast in furious, loaded with a few inescapable inventory bugs that Geddy was scrambling to hotfix as fast as she could. Some players discovered that Anno had developed her own gravitational field, such that meeting her left you in a state where your only option was to buy things from her… and never leave. Not a great time. Fixing the bug gave Gedan an opportunity to dig into the guts of the inventory system – and make a change I’ve wanted since the jump to JS: staying in the inventory screen after you use an item. This was mentioned in the previous patch notes, but it bears repeating.

This is a pretty deep change to make, so it’s likely that there’s some inventory and shop issues that could crop up. Keep us abreast of them as they arise, and we’ll get this bad boy rocking and bug free!

0.9.019 Changelog:

  • [HOTFIX: Build #2502+]: Fixed crashes caused by encountering “EvilBun” while in a pre-defeated state. Getting any of her post-combat sex scenes outside of combat should no longer crash – unless I missed one more spot I need to slap a setEnemy call in… (Fen)
  • [HOTFIX: Build #2502+]: EvilBun’s attacks no longer check for hit/miss and then roll a normal attack afterward (leading to weirdness where Will’s in-depth description reports her hitting you, but then it misses anyway.) Now if she hits, it will simple append the appropriate damage value at the end of the attack. (Fen)
  • [HOTFIX: Build #2502+]: EvilBun’s mag-dump attack now fires five shots, and actually factors target evasion in, instead of rolling three attacks with 50/50 hit/miss chance. I may need to increase the miss chance modifiers if she’s melting folks too fast. (Fen)
  • [HOTFIX: Build #2502+]: EvilBun’s trip notice no longer mentions a collapsing factory. (Fen)
  • [HOTFIX: Build #2502+]: EvilBun’s HP has been increased by 250 to make her a little more durable. (Fen)
  • [HOTFIX: Build #2502+]: EvilBun has gained the “Juggernaut” perk to better resist stuns (and her physique was increased to 45 from 27 – don’t worry, with the sword nerf from last patch, her melee should be doing less damage overall.) (Fen)
  • [HOTFIX: Build#2495+]: Siegwulfe and Goo Armor should play nicer with the new inventory code. (Thanks Ged & Uppercase Stallion!)
  • [HOTFIX: Build#2495+]: Evilbun’s equipment has been tuned properly. More changes will be coming for her in the future to polish her up to her author’s intention. (Thanks, Me!)
  • [HOTFIX: Build#2495+]: Cleaned up some legacy combat attacks some NPCs had that used the old style of modifier to community display mode. (special = “minimum”) instead of (minimumOutput: true). There were about a half dozen of these. (Thanks, Me!)
  • [HOTFIX: Build#2495+]: Fixed a “lets fap” crash. (Thanks, Uppercase Stallion!)
  • [HOTFIX: Build#2495+]: Fixed the art displaying in an Anno X Amber scene. (Thanks, Uppercase Stallion!)
  • [HOTFIX: Build#2495+]: Various typo fixes.
  • [Backers] Amber preg is done! You can now impregnate Amber or be impregnated by her. Give your favorite four-legged babe some babies! (Thanks Skom & Drunk Zombie!)
  • Several inescapable inventory bugs were fixed. (Thanks, Gedan!)
  • Using an item puts you back in the inventory screen after. (Thanks, Gedan!)
  • Introduced several inescapable inventory bugs (probably.)
  • “Race” display was improved for a few races to better account for biologically male PCs with boobs. (Thanks, Uppercase Stallion)
  • Fixed the wall-slut squid girl button. (<3 Geddy)

 

As always, if you like the game and like what we’re doing, you can always support us on Patreon or SubscribeStar! And if not, well, the free builds will still be here!

(And I know my name isn’t active in the changelog lately, but I’m still working. I’ve been plugging along under the hood to get the combat together for Dhaal’s final dungeon. It’s as close as we get to party combat, and there are a variety of potential bosses depending on faction alignment and choices made. For example, one boss has four different versions of her encounter. Three of them are variants on her stats and moveset, one has a precursor battle with two other enemies. I hope we can share more soon!) <3


[TiTS] Big Buggle Bonanaza Boogaloo

Some of this stuff already got hotfixed last night but I’m just gonna throw it down into a version bumping changelog here.

Most of this is fixing up the runoff from the core element flow I bad-touched in 0.9.017. tl;dr a lot of things had been implemented around a flawed always-call-the-main-game-menu function that was happening as part of element switching, hiding many of these problems. I suspect there are probably more, knowing just how many weird and unique one-off things we’ve had to build up over the years but this should get all of the most common things left over.

TiTS 0.9.018:

  • Holiday’s halloween event shouldn’t lose the final scene when returning to the players ship. (Gedan)
  • Shop-specific exit code should now be properly called, and should now avoid a handful of vendor-specific softlocks. (Gedan)
  • The Omnisuit and Goo Armor should be properly marked as not usable, and instead only exposes equippable and interactable prompts. (Gedan)
  • Item usage flow has been tweaked. Consumable items used outside of combat should now by default return to the inventory display after whatever scenes and menus they create are complete, and leaving the inventory display should no longer return to the last item consumption prompt display. (Gedan)
  • The shop interface should now display alternate currency types more consistently. (Gedan)
  • Some typos and busts fixes. (lowercase_donkey)
  • Being moved to Frosty’s cave as part of a scene should no longer get you stuck there. (Gedan)
  • Appearance buttons should be better behaved and generate appropriately. (Gedan)
  • Fleeing from combat should no longer crash. (Gedan)
  • Dropping items should no longer softlock. (Gedan)

[TiTS] Big Buggle Bonanza

A bit more of a gap between updates than I would like, but the last couple weeks have been both extremely long and filled with a lot of difficult challenges to handle. We’ve all mostly been concerned with cleaning things up rather than continuing to ratchet out new content, and I am somewhat loathe to shove a new version out without having something new for people to do with it.

Speaking for myself, I’ve been tied up fishing out annoying bugs that take a couple hours at a time to pin down and ensure get fixed properly rather than trying to paper over. This usually leaves me in a rush come “update time” to just merge something in for content and get a build out of the door, but we’ve had a couple of stumbles now because of that and I’m not gonna do it again. I guess somebody needs to be the final arbiter of quality before pushing the build button, and frankly I’ve been doing a bad job of it. Until my plate is clean of the more time consuming and complex fixes that I need to get done I’m just going to have to be satisfied with letting builds roll out without new content if I haven’t had a chance to properly rifle through the new stuff.

It seems like the Android version went off pretty smooth though. I haven’t seen many, if any complaints about it outside of people that have been holding off playing wondering where things have moved to- special mention for cheats here I guess!

Back 2 da codemines…

TiTS 0.9.017:

  • Backer A new Syri scene, a new wallslut scene and a new maid-Anno scene are available. (Will & Leek)
  • Public Syri’s couchfuck is now available in public builds. (Savin & Gedan)
  • Public “Tail Me More”, a new item available from Jade. Consumable that adds more tails. (??? & Leek)
  • Cleaned up a lot of the keybind handling and element switching that drives moving between different UI layouts for Inventory, the Codex etc. This should clean up some of the weird states the UI could get into sometimes, as well as bypassing calls into game logic when returning to the main text display and potentially triggering random events when no time has passed. (Gedan)
  • Tons more bust and image tweaks. (lowercase_donkey)
  • The bust display should no longer display a copy of the default placeholder bust if one of the requested busts in a multi-bust display call isn’t available. (Leek)
  • Cleaned up cached data that leaked into the UI state when using the Inspect option in the inventory, overwriting the defaults in later instances where the defaults were required. (Gedan)
  • A Read All button for the codex. (Leek)
  • A whole mess of typos, formatting fixes and unhandled text logic has been cleaned up. (Gedan, Leek, lowercase_donkey & Jacques00)
  • Fixed the artist priority list in the options menu resetting when reopening the options menu after it has been changed and then losing the setting. (Gedan)
  • Implants are now treated as equipment for the purposes of storage systems. (Gedan)
  • Fixed Olympia’s cock selection process testing the wrong type flag for human dongs. (Gedan)
  • Fix Beatrice scarf not being given to players if they gave her a lot of savicite at once. (lowercase_donkey)
  • Fixed an issue in the Kiro+Paige threesome that could swap the PC and Pagies positions around depending on the order of the prior scenes. (Gedan)
  • The Take Advantage perk now actually does what it says it should. (Gedan)
  • Fixed specific-item-checking for piercings. Various stat effects due to piercings that were broken should now be functional. (Gedan)
  • Fixed Hot Honey Ham breaking from Yammi. (DrunkZombie)
  • Fixed the “feruzeCuzLead” error. (lowercase_donkey)
  • A whole pile of tweaks and fixes for Sophora. More still remains. (Basically everybody)

[TiTS] Pocket Porn Edition

I’ve had my head shoved into digging into Android things for most of the last week. I decided that using an emulator was kind of a shonky way to really go about it, so I hunted down an appropriately low end android tablet to use as a testing device, something representative of a good number of years of potential devices people would actually end up using. Using that I ran into a couple things that absolutely needed to be fixed and then started to look into performance things, identifying a few places we could do better to make the game work better on lower-end devices – most of that work is still pending, but having an actual real device to see it first hand has helped to find things far better than wondering if its emulator jank or an actual problem to look into.

And then I had to spend most of today massaging the process through the build process to deal with all the stupid android shit that needed to be handled to get things working. Got there in the end…

Back to da codemines.

TiTS 0.9.016:

  • Backer: A new enemy has been added to Zheng Shi and can be triggered in one of three ways: defeating Maike and the Forgehound, defeating 20 Bored Jumpers, or defeating the Shock Hopper. When a condition is met, an amazonian laquine will come after you, and can be a recurring nemesis on ZS and beyond… depending on your choices. (William & Leek)
  • Public: The Zheng Shi OpsDeck is now available to the public.
  • Public: Pudding Panic is now available to the public.
  • Public: A collection of scenes for Shekka, Able and Anyxine is now available to the public.
  • The first Android APKs are now available. (Gedan)
  • Various other build process things have been changed to accelerate the build time. (Gedan)
  • Minor tweaks to the new race scoring system to better support the starting races. (Gedan)
  • More busts have been wired up. (lowercase_donkey)
  • A couple of return-to-game-menu hangs have been fixed. (lowercase_donkey)
  • More codex entries have had formatting updates. (Jacques00)
  • Various Mitch fixes. (lowercase_donkey)
  • Fixed the Wargii Hold XP and Credit rewards. (DrunkZombie)

[TiTS] Is it a dog? Is it a shark? No it’s [pc.race]!

Most of my time over the last week was eaten up by finally getting my hands into the race-determination code and reworking it extensively from the old system. The old way presented a few weird and troublesome nested conditions in order to achieve a couple of potential results from the system and it was proving ever more difficult for people to navigate the requirements in a satisfactory way to say nothing of how annoying it was becoming to add new possibilities into the mix.

The new way of doing things is a lot flatter, but it’s based on the same underlying requirements of the old way – which is a long winded way for me to say that this will probably need a lot of tweaking going forward to file off all of the edge-cases that have been left over. There’s been three core changes that I’ve made to the old requirements, which in some cases may have left certain score-identifiers very unspecific:
Score penalties are mostly gone
Where possible I’ve tried to remove specific genitalia requirements (because it was easier than ensuring the requirements were present and appropriate for all score functions)
Nested type-becomes-type tests are gone

With all the saves that I have, the results have proven to be pretty on the nose for what I expect but I didn’t want to get deep into the mines on trying to blindly fumble through messing with the existing requirements before I got some feedback from people with more esoteric player data… so it’s time to update and wait for the probable pile of bug reports.

Apologies for no new backer content this week, but I haven’t had the time to get into the backlog and get something implemented with all the time spent on trying things with the new race-score system.

TiTS 0.9.015:

  • Public: Edan preg is now public.
  • Player races are now determined by a new system. (Gedan)
  • Jasvalla has an updated intro sequence that allows her activation to be avoided. There is also a cheat to reset her interactions back into this state for people that have already engaged with her. (Nonesuch, Fenoxo & lowercase_donkey)
  • Disarming Jasvalla stops her from using her slut ray. (Gedan)
  • Mitch has questlog entries. (lowercase_donkey)
  • A crash during KaraQuest2 when moving the players ship has been resolved. (lowercase_donkey)
  • Codex formatting has been updated in a bunch more places. (Jacques00)
  • Yammi’s food menu now supports being broken up to not overflow the 15 buttons. (Gedan)
  • The Rotate Minigame should now properly support limited moves and total failure attempts. (Gedan)
  • A few items that only make sense to be purchased one-at-a-time have had purchase limits applied. (lowercase_donkey)
  • Perdita should now only show stories you do not already own. (lowercase_donkey)
  • The Punk SpecOps should no longer crash when submitting to them without entering combat. (Gedan)
  • Fixed an instance of an undefined function being shoved into the event queue. (Gedan)
  • Cocksocks and cockrings are now presented on the “Your Piercings” inventory tab, allowing them to be interacted with and removed. (Gedan)
  • Hardlight dongs should no longer impregnate Haley (DrunkZombie)
  • It should now be possible to correctly delete autosave slots. (Gedan)
  • The persistent storage popup has been removed entirely. This proved to be unwieldy to properly manage under certain browsers because of how they grant the persistent storage permission. (Gedan)

[TiTS] Lovin’ Them Starz

Gedupdate

Art by: ototatx (via Discord!)

Another weird week; I caught somebody asking questions about the backer-credits thing and had a sudden realization that I hadn’t gotten around to setting the system back up for the JS port. I jumped on that immediately and combined it with the thinking that we should also be doing a much better job of crediting all the people that have contributed to the game over the years. The list is in no way complete as yet, I’ve been putting the word out and letting people get back to me with the details if they want putting in the credits for any writing, art or coding that they’ve done for us.

If you’re a contributor that hasn’t got the message already, send us a word with how you want crediting in the credits page and we’ll get on it!

After that we didn’t have anything pending in the code-merge queue for new content ready to go out, so I jumped on the first thing at the top of the Ready2Code list and pulled this Love Starz expansion out. Took a little longer to get through than I had hoped, but I stumbled into a few things to tweak along the way and cleaned up a few other bits and pieces as I was getting it together.

Everybody seems to have stuck their face into big, weighty projects all at the same time so there should be some fat new content drops coming along soon!

TiTS 0.9.014:

  • Backer: A weighty expansion to the Love Starz is now available. Once you’ve worked your way through the existing events, the group will split up and head off for their own little vay-cays that the player can stumble across. (Fr0sty & Gedan).
  • Backer: A buttstuff scene for Anyxine as a bonus! (Savin & Leek)
  • Public: Jasvalla is now available to the public; a Dzaan Alpha stalker seeking to make the player her beta. The player can submit outright, make her earn the right to collar them, or have her dealt with by the proper authorities. If the player chooses to submit to her, they will be invited to her home to undergo repeatable training events and eventually a Bad End. You can kick things off by bumping into her in the Tavros elevator, after visiting Mhen’ga at least once. (Nonesuch & Leek)
  • A credits screen has been built to handle all of our staff, contributors and backers. (Gedan)
  • RotateMinigame beams can now properly reach the far edge of the right and top sides of the board when passed into a 4-way-open node. (Gedan)
  • More Dhaal busts should be working and wired up appropriately. (lowercase_donkey)
  • Inseminator Pro should ensure an absolute minimum cum value that won’t potentially break things. (DrunkZombie)
  • Cleaned up some more combat things, including a reworking of Charge Shield that should better format its output. (Fenoxo)
    • [Fen wrote ‘dis part] – Previously charge shield would simply wedge a damage pop-up into the text of enemy’s attack, often with the descriptive output suppressed. There were some real confusing moments this would cause where it would look like you were getting hit harder than you were. I made it proc once per turn max and made it show up in the end of round procs with full descriptive text. I also change the combat initializing code to assign every combatant a unique number so that the charge shield statuses can better “remember” who set them off.
    • [More Fen] Urbolg’s combat will now end if you defeat him, even if his drone is still up.
    • [More Fen] Cleaned up a number of issues with the Queensguard/Taivra fights.
    • [More Fen] Adjustments to HP made via “changeHP” should properly output the HP change in combat.
  • Gabilani Chemists should no longer progressively increase the amount of loot they’re carting around. (DrunkZombie)
  • Roxy should no longer break the buttons during her first encounter. (DrunkZombie)

[TiTS] And you get a save, and you get a save

Hotfix rolling out to fix some stuff. Check the bottom of the post to see what!

It’s been a bit of a weird week behind the scenes. I’ve had my head deep into standing up Cordova for a variety of reasons, and in the process I’ve decided to do a bit of outstanding cleanup on all the processes going on to generate builds – a lot of annoying little problems that didn’t have good, easy solutions to hand have built up over time, so I decided to pull the bandage off entirely and just get it all done. None of this really makes the process more reliable, it’ll just make it much easier to continue expanding it over time with additional build configurations as and when we need to add more.

As for Cordova – it’s essentially the Android version of Electron. I’ve realised that, even if the PWA work I’ve been doing works 100% perfectly, it’s still not going to be as convenient for some people as just having an APK they can download and slam onto a device. I’m not fully finished with getting it all working yet, but it’s already coming along. Though I am kind of thinking I should get a Real, Actual Device to test it on rather than just continuing to rely on emulators to do the needful.

Dealing with build process stuff always eats up time, so it gave me ample opportunity to think through the specifics of how I want the autosave system to work in practice.

And then I built it.

Android APKs technically work right now, but I haven’t had much opportunity to test them fully, so they’re not releasing yet. Another week or two, depending on where I can squeeze time in to messing with it some more.

Some more details about the autosave system:
You can find it under the usual data menu.
Hitting the button on the sidebar labelled “Autosaves” will flip the slot display to showing the current autosaves that have been made.
The buttons at the bottom will allow you to toggle its state and set the duration between saves.
The system simply keeps 14 autosaves, and when it attempts to make a 15th, will eject the oldest autosave to do this; to aid this, the saves are shown in order of ascending age. Slot 1 will always have the most recent save.
Autosave slots have no direct relation to the regular save slots, which means this works with saves loaded from file too!

The sidebar menu there looks a bit barren for now, but there’s a few other things that I’ve roughed out that I will be polishing up over time that will extend this menu with a few more features; I’m not totally sold on the layout being like this, but I’m more concerned with getting it working and worrying about the details later, once we have the full lay of the land around what needs to fit together.

TiTS 0.9.013:

  • Backer: There’s a new little thing for stumbling over SyriCrew watching movies aboard the ship that the player can stumble over. (Savin & Gedan)
  • Public: Verusha’s lover expansion is now available; the merc goes on a little job and has a few revelations about things in the process. (By Doots!)
  • There is a new Autosave system available. Find it under the usual data menu! See above for more details!(Gedan)
  • Dhaal extrameet events got some fixes (DrunkZombie).
  • Some Verusha scenes were erroneously clearing themselves out when merging, leading to only half-scenes sometimes being displayed. (lowercase_donkey)
  • Initial work toward cleaning up how we handle formatting in the codex has started, now that we have access to actual HTML formatting rather than the janky actionscript kinda-sorta-a-bit-of-it we had to work around in the past. (lowercase_donkey).
  • There’s been some more work put in around Jasvalla and Dzaan addiction in general. (Leek)
  • Some fixes to Carrie and Cora. (lowercase_donkey)

TiTS 0.9.013 Hotfix, builds 2331+:

  • Public downloadable builds should have their images working properly again. (Gedan)
  • Disarmed should no longer block switching item types other than weapons. (Gedan)
  • Shield generators have been properly marked as not usable, so the inventory UI should never improperly display a use button that would immediately make the game crash. (Gedan)
  • Some minor content tweaks for Evening, Saendra, Kiro, Shizzy and Cherry. (Gedan)
  • Melee and Ranged attacks built around the default attack implementations should properly handle default accuracy values. (Gedan)
  • The autosave button should properly update to display its state as soon as it’s clicked. (Gedan)
  • The elevator up to the Ops Deck should be properly disabled in public builds rather than crashing if you attempt to go up there. (Gedan)

[TiTS] Buggy Wuggies

Fen here – I woke up to some requests from some other coders to push out some of the recent bug fixes that have piled up, so without further ado, here they are!

0.9.012 Changelog:

  • The cage interactions during the Queensguard and Taivra fights should now actually display the text for interacting with them.
  • Freeing Dane during Queensguard’s battle should no longer cause Taivra to have a non-defined bust. Dane will also be added as a friendly NPC.
  • Various typo fixes.
  • Fixed a potential softlock related to the Priapism effect.
  • Fixed cockvine seedling busts not displaying.
  • Fixed a crash in one of Mirrin’s scenes.
  • Fixed issues with Doctor Badger’s shop on Tarkus.
  • Fixed nursery issues.
  • Some other smaller fixes.

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