Category: Trials in Tainted Space

[TiTS] Itty Bitty Fixy

Gedupdate

Art by: ototatx (via Discord!)

Another quick, off-cycle update to clean up some more things; last week I shoved out a replaced system to handle keeping track of how and when the UI changes between different display layouts. In the past we only had the possibility to track a single previous layout and some minor additional data with it (generally main text and buttons) – it was basically a bit of a hackjob that I cobbled together when getting the initial port work together enough to start seeing the game work, but over time as we’ve made the UI more complicated, it became clear the limitations were becoming ever more problematic to work around. We had to build more and more special cased code to handle exactly what we wanted to happen in certain circumstances and it was just generally a goddamn mess. I took it as far as I could, but it was clear we’d be chasing issues with it basically forever.

I had an idea of a better way to approach it that would allow us to strip out most if not all of the special casing; now we only need maybe one or two special cases in strategic places (essentially only for the main menu, to deal with when a gamestate is or isn’t available and what should happen in that case) but I kept putting it off, hoping One Last Set Of Bandaids would cover everything; and without fail, more shit would crop up that would need another set of bullshit to get working. The downside being, now I gotta fish out all of the special casing that had built up over time and strip a bunch of that shit out so we can just rely on the state stack instead. With as many submenus and sub-submenus we have, it turns out there was a lot more of this garbage that needed to get thrown out that I expected, but I think most of it should be out on its ass now. At least it’s given me an opportunity to carefully comb over all of the little bandaids we’ve stacked up over time, which has let me find a few sneaky bugs that existed under the old system that’ll finally be getting fixed to boot.

0.9.052, builds 3334 and up:

  • Added busts for ST Turrets, Divrani Cultist, Shalin Shaman and Cheetah Pirate. (Adjatha & Fenoxo)
  • Fixed some more of the submenu loops under appearance. (Gedan)
  • Fixed a react error in the lightsout minigame. (Gedan)

0.9.052:

  • Added special support to the Accept/Cancel keybinds to also apply to the “Your inventory is full” modal. (Gedan)
  • Added inline image support to the codex and added some new art assets to squeeze into the codex. (Jacques)
  • Rebalanced the level 2 tainted rusher encounter. (Fenoxo)
  • Rebalanced available hours for the Pumpking encouter. (Fenoxo)
  • Fixed appearance screen submenus softlocking into loops. (Gedan)
  • Fixed a potential issue with the level up screen that could in rare instances result in a softlocked menu. (Gedan)
  • Fixed the image scaling option not properly applying. (Jacques)
  • Fixed the data menu sometimes not initiating in the correct mode layout. (Gedan)
  • Fixed a menu to options to menu loop using the escape keybind. (Gedan)
  • Fixed an issue with the mail and mail setup system that could result in loops and weirdness when backing out of the mails. (Gedan)
  • Fixed a button configuration error in a shower masturbate menu. (Gedan)
  • Fixed autopathing always disabling after navigating a single room. (Gedan)
  • Fixed Johr and the Pumpkings attack text appending to the players attack text. (Fenoxo)
  • Fixed the room configuration around the Pumpking encounter. (Fenoxo)
  • Fixed the room configuration around Kally’s house. (Fenoxo)

[TiTS] A New State

Armature, Adjatha

Armature, Adjatha

Swinging in with some fixes for the UI state system that got swapped out over the weekend – I left a couple of dumbs scattered around, as is the style, and they needed to get cleaned up. That was part of the plan I guess about doing a sneaky extra update over the weekend, with a push to clean up whatever cropped up during the regular patch time. There’s still a couple of weird issues around, but I don’t think they’re caused by the new state system, they’ve been kicking around for a while and simply exacerbated by the new changes rather than being caused by them, and I’ll be continuing to look into them and get them fixed as soon as I can figure out the causes.

Tired, so keepin in short. Back 2 da mines…

0.9.051:

  • BACKER: There is now a tainted rusher that you can encounter on a variety of planets as a random combat event. (Fr0sty & Leek)
  • PUBLIC: Added scene for Naomi, a cowgirl on New Texas that got stood-up and is looking for revenge. Available to bipedal Steeles with a cock. Will trigger randomly along the main street between the hours of 1800 and 2400 with a 1 week cooldown. (Written by Damie, coded by DrunkZombie)
  • Added cheats to reset Delilah and Akane content. (Jacques)
  • Added an extra option to TapTooltip mode; you can now choose to have buttons generate a filler tooltip (thus always requiring two taps to activate buttons), or only require two taps on buttons that have actual tooltips (and buttons without tooltips will activate on the first tap). (Gedan)
  • Fixed the control overlay not quite working with the new UI state stack. (Jacques)
  • Fixed mail buttons, enabling and disabling them respective to the currently viewed folder. (Jacques)
  • Fixed some lingering remnants of the old UI state system. (Gedan)
  • Fixed the data menu state code to align more with how all other UI states are transitioned in and out. (Gedan)
  • Fixed a crash backing up from the data menu when on the main menu without a gamestate active. (Gedan)
  • Fixed the findLast crashes under android. (Gedan)
  • Fixed a ton of potential null/undefined checks inherited from AS3 era code. (Jacques)
  • Fixed the experimental undo system not cooperating with the new UI state stack system. (Gedan)
  • Fixed Bizzy busts going missing when she wears a collar outside the matching body type in the art. (Jacques)
  • Fixed Sera busts showing a dongle when clothed. (Jacques)
  • Fixed some missing descriptions in the image manifest. (Jacques)
  • Fixed some scroll height issues in the codex when the control overlay is enabled. (Jacques)
  • Fixed a crash with Black Void grunts. (Jacques)
  • Fixed a variety of issues and oversights with the porting of Mimbranes, re-enabling some combat and time-passage events. (Jacques)
  • Fixed Sturm and Drang using an incorrect accuracy value. (Jacques)
  • Fixed the placement of some tease buttons in the combat menu. (Jacques)
  • Fixed Jasvalla becoming inactive when levelling past her existing level ranges. (lowercase_donkey)
  • Fixed some inactive content that was waiting for Gianna crew to happen in some Bess scenes. (lowercase_donkey)
  • Fixed potential issues with the way saving is blocked, unifying access to the variable that controls it. (Gedan)
  • Fixed some issues with Leithan and Raskvel body part type instances. (Jacques)
  • Fixed Galomax consumption softlocks. (Gedan)
  • Fixed a crash in Riyaquest relating to the Security Droids blowing up (in this case, literally). (Gedan)
  • Fixed typos in many places. (Jacques, lowercase_donkey, Gedan)

[TiTS] Moving Pixels

Cheetah, Adjatha

Cheetah, Adjatha

UPDATE: Got a few solid fixes to handle some issues that have come up as part of the new storage limits, shoving them out of the door earlier than otherwise so we can see if there’s another layer of problems hiding below the immediate ones! Update should allow more flexibility with ship storage limits when moving items around, and this should hopefully provide (the start) of a full fix for weird UI display loops doing weird things.

I’m still bouncing back and forth between being ill and not quite so bad, but I spent most of the week digging into deeply annoying bugs that have been lingering for a couple of weeks, on top of piles of things that recent reworks have caused. I’ve barely been able to keep up with the report volume for the last couple of weeks as it is, but this past week has been especially bad so I’ve put everybody on notice – no more reworks until the bug backlog is looking much, much healthier. There’s a couple of important things that need to get fixed, and I want to be able to focus on them rather than worrying about treading water with a couple of bigly fucko bugs being introduced because I blinked and didn’t meticulously review every line of every pull request.

DZ and Jacques have jumped in pretty hard to start chopping back some of the more volumous reports, and it’s given me an opportunity to fish out some rather annoying fuckos that took a while to root around and find the true cause of. Leek also came in clutch with dropping the system required for us to support animations; namely, a system to support video embeds just like our existing image embedding scheme. There’ll likely be some more work put towards this to further tune it, but for now there’s a handful of scenes that we have animations for that are finally wired up!

Back 2 da mines.

0.9.050:

  • Added a cheat to enable “infinite” storage for location and ship storage inventories. (Gedan)
  • Added a lot more polish to the entire video/animation system, including: Scaling, Autoplay configuration, Image viewer support, Playback controls. (Jacques)
  • Fixed UI state changes between different displays by using a fully detailed stack of displays and associated settings required to return to them. This has nessecitated removing a lot of special casing from the old way state transitions were handled, and some of it may still remain which is likely to cause issues. (Gedan)
  • Fixed potential softlocks with the new ship storage inventory limits by allowing more flexibility when the ship storage is overloaded; you can now accept trades whilst ship storage is overfull to allow you to move items bit by bit rather than needing to complete a singular trade that would leave both your personal inventory and ship inventory at or under their respective limits. (Jacques)
  • Fixed Leyak not being considered unique in combat. (Fenoxo)
  • Fixed the formatting for nursery computer list output to better match list formatting used elsewhere in the game. (Jacques)
  • Fixed some issues with the Big Green Potion, including relaxing the skin color checks slightly. (Jacques)
  • Fixed Hrad race score labelling. (Jacques)
  • Fixed clarity on the level up screen. (Jacques)
  • Fixed the trade summary screen with ship inventory not displaying the correct slot counts that are actually in-use. (Gedan)

0.9.049:

  • BACKER: The firepup has a new scene that requires a set of GravCuffs. (William & Leek)
  • PUBLIC: A Cyber Punk-modded Clydesdale K7 I’ve been calling the Cyberdale. Guess what? It uses the holographic duplicate system! She’ll surrender if you pop her mirrored images and drop her shields, but you can always ignore them to take out her armor. Comes with two new victory sex scenes! (This encounter requires Zheng Shi’s coordinates to be unlocked in order to occur.) (Fenoxo)
  • Added support for video embeds. (Leek)
  • Added a bunch of animations that we’ve collected over the years to a variety of scenes, namely Maja, Bianca.
  • Added support for in-game emails to support embedded images. (Leek)
  • Added better visibility to stat totals in the level up screen. (Fenoxo)
  • Rebalanced resolve so that it no longer boosts max willpower. (Fenoxo)
  • Rebalanced the counter rate of the Kashima event. (lowercase_donkey)
  • Fixed nursery computer ‘undefined character’ crash. (Jacques)
  • Fixed additional buttons in Ilaria menus. (DrunkZombie)
  • Fixed Kaede sex menu buttons missing. (DrunkZombie)
  • Fixed custom bet issues with blackjack. (Jacques)
  • Fixed a few blackjack hand vs house winning issues. (Jacques)
  • Fixed a handful of issues with text input elements and when they are displayed and removed. (Jacques)
  • Fixed the win/loss count for blackjack hands and enhanced legibility of values. (Jacques)
  • Fixed tease combat crash. (Jacques)
  • Fixed “Lust Staggered” crash. (Jacques)
  • Fixed outfit visibility checks. (Jacques)
  • Fixed “isAndroidBrowser” crash. (Jacques)
  • Fixed RatsRaiders crash. (Gedan)
  • Fixed a crash that can sometimes happen when loading a game relating to achievement historical tracking. (Gedan)
  • Fixed a bunch of missing Sera busts. (lowercase_donkey)
  • Fixed a few crashes in some Punk SpecOps scenes. (Gedan & lowercase_donkey)
  • Fixed incorrect handling of permanent flying status for a handful of enemy types. (Gedan)
  • Fixed removeStatusByRef ship crashes. (Gedan)
  • Fixed Zaika Ganger menu buttons not properly clearing. (DrunkZombie)
  • Fixed the Clear button not being very… clear on the custom bust image editor. (Jacques)
  • Fixed a Tarratch Slaver buttfuck scene crash. (DrunkZombie)
  • Fixed a broken room in the myrellion caves that blew up the autopathing system. (Gedan)
  • Fixed ship storage limits not being properly applied. (Gedan)
  • Fixed Sturm and Drang using a base ranged attack implementation instead of a base melee attack implementation. (Fenoxo)
  • Fixed the bonus from Boundless Reserves. (Fenoxo)
  • Fixed the “Nake” player gender issue. (lowercase_donkey)
  • Fixed some issues with the combat tease menu button generation system. (lowercase_donkey)
  • Fixed a potential crash relating to “childNodes” that can happen when mashing a keybind to open an inventory display and a key that would navigate the inventory at the same time. (Gedan)
  • Fixed completing malai quest not unlocking the additional scenes as expected. (Gedan)
  • Fixed Sera’s Sterilix option being available too early. (DrunkZombie)
  • Fixed porn studio name brands on Reaha, Sera and Mitzi. (DrunkZombie)
  • Fixed Jasvalla not handling neuter players by disabling encounters with Jasvalla while a neuter*. This will be rectified better when we have opportunity to rework the scenes to better handle this eventuality. (DrunkZombie)
  • Fix for a rare Nuka crash that happens if a previous encounter was not cleaned up properly (isTainted is not a function). (lowercase donkey)
  • Fixed a bunch of typos and italics bleeds all over the place. (Jacques, lowercase_donkey & DrunkZombie)

[TiTS] Risen Dead

Cultist, Adjatha

Cultist, Adjatha

I’ve been in and out of hospital a bunch over the last couple weeks and it’s thrown me off track a bit – nothing super serious but enough to need to make me drag my ass there. Sure do love sitting my ass in waiting rooms for a couple of hours at a time, twiddling my thumbs!!! Everybody else has been hard at the grindstone in my absence though, so there’s plenty of fixes to go around.

What little time I’ve had to focus has been rifling through annoying bugs and reports for shitty handling of things on different platforms. A lot of these turn into “No Good Answers” problems, so morph into a challenge of thinking up some bullshit to work around the issue and make things at least usable. Big shout out to Android browsers here for doing weird shit with overlapping elements throwing off our positional calculations for the page.

Fen has been fishing through combat code and rebalancing things as part of laying down code for new perks and levels, fixing up annoying little issues that have cropped up over time with how we’ve ended up implementing a lot of combat attacks in practice. Point of fact, that’s what most of us have kind of been doing this week; rifling through combat stuff and cleaning up lots of little bits and pieces here and there that have stacked up over time.

Back to da mines!

0.9.048:

  • Walking around on New Texas should no longer crash due to a misconfigured feature flag on the newer cow-girl encounter.

0.9.047:

  • BACKER: Anno can introduce you to a trio of kitty cats when boarding your ship at Tavros station once you have met Urbolg, adding a new repeatable fap scene. (William & Leek)
  • PUBLIC: There’s a new extrameet scene variant for some Kaede and Anno funtimes. (Savin & Gedan)
  • PUBLIC: Bizzy has a couple of extra scenes, one some solo action and a few involving Reaha. (Nonesuch & Leek)
  • Added additional clarity when taking actions via the inventory. (Jacques)
  • Added an icon for skintight/underlayer armor. (Jacques)
  • Added scanlines behind big item images. (Jacques)
  • Rebalanced how blindMiss was implemented, effectively removing it as a seperate step in the combat calculation flow, thus allowing blind status effects to more consistently be applied. (Fenoxo)
  • Rebalanced how status effects are processed for combat, aligning the processing step with how general status effects are handled and also hopefully scraping a bit more performance out of combat processing at the same time. This process also likely fixed some lingering/hidden issues with some combat effect processing that have gone unreported, but it has also probably introduced entirely new fun bugs as well! Whee! (lowercase_donkey)
  • Fixed verbiage and application of gas grenade damage when used against the player. (lowercase_donkey & Fenoxo)
  • Fixed GaloMax softlock. (lowercase_donkey)
  • Fixed an errant unimplemented text variant in a Sophora scene. (lowercase_donkey)
  • Fixed a lot of errant variable shadowing issues behind the scenes. (lowercase_donkey)
  • Fixed many typos throughout the Hyrax content (lowercase_donkey)
  • Fixed typo in Twist the Knifes perk description. (Fenoxo)
  • Fixed a variety of issues relating to the additional buttons displayed on the main menu for fullscreen & panic mode. (Jacques)
  • Fixed some layout issues relating to Android browser page rendering by forcibly moving the entire game UI out from under being overlapped by the address bar. Fullscreen mode is the intended means to work around the remaining layout issues whilst we investigate the true causes of a few other overlapped-by-system-component issues. (Jacques & Gedan)
  • Fixed a variety of issues with Zaalts attack implementations. (Fenoxo)
  • Fixed how damage stacking works with Power Strike. (Fenoxo)
  • Fixed errant text formatting issues with Low Blow. (Fenoxo)
  • Fixed a variety of typos throughout the spreadsheet panic screen. (Jacques)
  • Fixed NPC auto-orgasms from being tracked before the player has met the NPC in question. (Jacques)
  • Fixed a variety of lingering issues with the Grey Goo armor. Subscenes and features that were disabled as part of the port have been re-enabled, removing the Undroppable and Unsellable flags – if she is discarded, she can be reacquired on Myrellion via a random bar event or via Anno’s store. (Jacques)
  • Fixed typo in icon selection for acessory items. (Jacques)
  • Fixed some layout issues with the Achievement and Credit display screens. (Jacques)
  • Fixed crashes with the Tarratch Slaves. (Lighterflud)
  • Fixed potential Flash-to-JS imported save issues with broken ship weapon configurations. Ships with broken weapons should fix themselves. (Gedan)
  • Fixed crashes with the Akkadi Security Robots and the Target Link ability. (Gedan)
  • Fixed crashes with the Zaika Hazard Trooper. (Gedan)
  • Fixed text generation issues with the Zaika Hazard Troopers shield-break state. (Gedan)
  • Fixed issues with Bess/Ben’s title selection menu. (Gedan)
  • Fixed Extrameet codex entries being missing. (DrunkZombie)
  • Fixed typos with the Easter Jumper. (DrunkZombie)
  • Fixed missing virginity counts. (DrunkZombie)
  • Fixed Kattom being able to show up on Phaedra. (Gedan)
  • Fixed inconsistencies with the implementation of Vaulting Strike. The cooldown should now be appropriately tracked as a combat effect, as well as have a one-round cooldown, as indicated by the perk text. (Gedan)
  • Fixed some border display issues with the control overlay button graphics. (Jacques)
  • Fixed a typo in a flag tracking some Vanae content. (lowercase_donkey)
  • Fixed a typo in a flag tracking some Shou content. (lowercase_donkey)
  • Fixed the ordering of Vaulting Strike and Sturm und Drang so that the perks better fit the columns they are presented in the level up screen as part of. (Gedan)
  • Fixed typos in many places. (DrunkZombie, lowercase_donkey)
  • Fixed a flipped Lust/HP victory variant descriptor with the Tarratch Slavers. (Gedan)

[TiTS] They Fly Now?

Phaedra’s locals can be quite friendly!

Smugglers fly now.

They fly now.

(And the CoC2 folks pushed a big update with a dungeon or something!)

Fen here with an overdue update to give you the level 12 unlocks your hearts have been desiring. I’d like to give a big thanks to Savin for doing the hard work of getting some initial ability ideas down on a page and helping me refine them into their current form. We’ve already started work concepting for level 13 as well. Keep your eyes peeled for more news on that in the weeks to come – as well as me personally digging into the current Phaedra content to polish and balance around the new player abilities.

0.9.046:

  • New Busts: Nuka, Glowing Nuka, Medibot, Warboy, and Glowing Warboy. (Drawn by Adjatha, added to game by Leek)
  • [Currently Backer-only] Added scene for Naomi, a cowgirl on New Texas that got stood-up and is looking for revenge. Available to bipedal Steeles with a cock. Will trigger randomly along the main street between the hours of 1800 and 2400 with a 1 week cooldown. (Written by Damie, coded by DrunkZombie)
  • Maximum level has been increased to 12.
  • [Level 11] New Smuggler Perk: Die Another Day. When HP drops below 50%, recover 25% of your maximum HP and energy. And drop a flash grenade, because YOU AIN’T DYIN’ YET!
  • [Level 11] New Smuggler Chosen Ability: Twist the Knife. Your Sneak Attacks and Aimed Shots apply a bleed effect on your target for 50% of the damage. The bleed effect can stack, but it only lasts for one proc.
  • [Level 11] New Smuggler Chosen Ability: Booster Pack. Gain the “Flying” effect for four rounds, and the ability to trigger your Aimed Shot or Sneak Attack ability against enemies who are not flying (while you are). Feruze should’ve been a Smuggler.
  • [Level 11] New Mercenary Perk: Helldiver. +10% thermal resistance jumping feet-first into danger!
  • [Level 11] New Mercenary Chosen Ability: Vaulting Strike. Grants the ability to make a high damage melee attack that does +50% bonus damage to flying or tripped targets. Hmmm what else can I call +50% damage? Minicrits? MINICRITS BAYBEEE.
  • [Level 11] New Mercenary Chosen Ability: Sturm & Drang. Grants the ability to make one melee strike that procs a volley of ranged attacks like ‘Rapid Fire’ ability with enhanced accuracy and critical chance (+25%).
  • [Level 11] New Tech Specialist Perk: Perpetual Energy. Gain 1 energy each time damage is done to your shield.
  • [Level 11] New Tech Specialist Chosen Ability: Overclock. Give yourself the Haste condition for four turns, increasing your evasion by 5% and granting an extra attack for melee and ranged attacks. For when you absolutely gotta go fast.
  • [WARNING: ERROR PRONE] [Level 11] New Tech Specialist Chosen Ability: Deployable Turret. Slap a deployable turret onto the battlefield with a decent-sized laser cannon. Many older AI routines aren’t tuned for the possibility of a PC who adds an ally onto the field. That means they may attack the turret and display text that reads like they’re striking you. There is also a chance that it could introduce bugs into more script-heavy combat encounters like Feruze’s Taxi battle encounter. I will be working on clearing up as many issues as I can over the weekend, but just be aware of the instability this choice might introduce (for now).
  • [Level 12] New Perk: Boundless Reserves. Your energy maximum is increased to 150.
  • [Level 12] New Chosen Ability: Specialized Combatant. The flurry attack granted by Second Shot or Second Attack is upgraded to a full accuracy attack.
  • [Level 12] New Chosen Ability: Second Striker. Allows you to become comfortable making bonus flurry attacks with melee AND ranged attacks.
  • Bleed damage now bypasses shields.
  • Bleed now deals damage on the last turn of the effect (to enable the “Twist the Knife” ability for Smugglers).
  • The “Haste” effect is now shaded as STATUS_GOOD.
  • The “Flying” status can now be assigned with a duration, using its v1 value.
  • Some holiday tweaks and adjustments. (Not Holiday the character, sorry b-baka)
  • Tweaks and adjustments to the Player Character paperdoll display in the corner.
  • Added Achievements for Dhaal’s probe events. (Gedan)
  • Fix loading screen sometimes going past 100% (Lowercase_Donkey)
  • Fixes for Dreghan Catch scenes which sometimes confused ass and vagina, leading to some errors. (Lowercase_Donkey)
  • Fix for Tarkus sexbots using a vagina’s index to look up a cock, which might or might not exist. (Lowercase_Donkey)
  • Tweak nursery buttons for specific children to remove blanks spots. (Lowercase_Donkey)
  • Clean up and organize old code. (Lowercase_Donkey)
  • Numerous smaller fixes (and larger fixes that seem small on the surface) courtesy of Gedan, Jacques00, DrunkZombie, Lowercase_Donkey, etc.

[TiTS] Phabulous Phaedra

Thrall (Adjatha)

Thrall (Adjatha)

Another weird week for me. I cranked a lot of hours out over the last couple of weekends to slam time into improving the state of mobile device input, testing shit on actual devices – which is timeconsuming as fuck when it goes smoothly, and an outright pain in the ass when things aren’t going according to plan. I’ve been paying for it this week though. Started off slow, and then by the time I got up to speed and ready to get my fingers into a handful of the outstanding issues we still had with the control overlay… Jacques had already beat me to it, so I’ve just resigned myself to dealing with back-of-house shit and talking through bugs when people were asking me stuff.

Leek has been in da mines and chopping through more Phaedra stand-up content though, and Fen has started working through the first blob of stuff to properly flesh Phaedra out, starting with a bunch of effort to ship mechanics, fixing a few oversights and expanding the rudimentary stuff we had in a few places, getting it ready for more elaborate things to come.

TiTS 0.9.045 Changelog:

  • BACKER: Started implementing the parts of the proper Phaedra landing events. (Fenoxo)
  • BACKER: Shalin & Hyrax can now be encountered on Phaedra. (Nonesuch & Leek)
  • PUBLIC: Anno’s off-screen encounter with a Thraggen now has an actual scene rather than being behind closed doors (Professor Poprocks & lighterfluid)
  • PUBLIC: Tarratch Slavers are now roaming Mhen’ga for the public builds. (Nonesuch & lighterfluid)
  • Added greater awareness of combat state to enemy ship AI, allowing them to better select which weapons to use. (Fenoxo)
  • Added additional settings to the control overlay, allowing it to be moved, resized and to change its appearance for better accessibility. (Jacques)
  • Added some additional breast shapes to the mannequin bust to aid with size transitions. (Jacques)
  • Added some sorting to option entries in the options menus. (Jacques)
  • Fixed the position-targetting code used for status effect tooltips to work better in multi-enemy fights by disambiguating the targeted elements id. (Jacques)
  • Fixed some ship combat-only status effects not being cleared when combat ends. (Fenoxo)
  • Fixed a crash during character creation relating to the new control overlay. (Jacques)
  • Fixed a handful of instances where the control overlay remains present when movement is otherwise not available. (Jacques)
  • Fixed forcibly opening the large mapview not always properly minimizing the big bust display, leading to a failure to display the larger minimap. (Jacques)
  • Fixed a handful of older checks for a variety of “aphrodisiac tongue” that were hard-wired to search for specific sub-triggers, rather than using a now more encompassing check. (Jacques)
  • Fixed the layout of the status effect display which should help when many effects are being displayed. (Jacques)
  • Fixed animation toggles for various UI components not respecting the configured option. (Jacques)
  • Fixed “Unknown Artist” from appearing in the artist priority list. (Jacques)
  • Fixed a few issues with image paths in the image manifest. (Jacques)
  • Fixed appearance display for multi-cocked characters. (Jacques)
  • Fixed ship missile bays using awkward phrasing for attacking. (lowercase_donkey)
  • Fixed combat text vanishing when fighting NymFoe, when the “Bouncy!” effect blocks a basic attack. (lowercase_donkey)
  • Fixed Quinns pregnancy bust display. (lowercase_donkey)
  • Fixed an issue with the multi-stage combat Feruze uses when the player is using a weapon that has the BYPASS_SHIELD damage flag, end-running around how the triggers operate to move the staged fight along. (lowercase_donkey)
  • Fixed some Sela busts being missing. (lowercase_donkey)
  • Fixed Ilaria never displaying her preg bust. (lowercase_donkey)
  • Fixed a handful of issues with the myr deserter. (lowercase_donkey)
  • Fixed a reversed check with the Zheng Shi elevator block. (lowercase_donkey)
  • Fixed a scene gating issue with Sophora that could result in crashes. (lowercase_donkey)
  • Fixed the mannequin bust containing some duplicate path data. (Jacques)
  • Fixed hiding the control overlay not always hiding both the D-Pad and the in/out buttons. (Jacques)

[TiTS] Touchin Tips

Glowing Nuka-Psyker (Adjatha)

Glowing Nuka-Psyker (Adjatha)


UPDATE: Turns out I didn’t actually set the feature flag to enable the control overlay in release builds. Oops!

Jacques and I spent a lot of time prototyping and refining a better means of handling input on smaller touch-screen devices over the last 2 weeks; it’s why we didn’t patch last week. I’ve poured all my energy into cooking up potentials and testing them on actual devices to get incrementally closer to a better solution than we had, and Jacques has been an absolute monster for cleaning up my prototype efforts and turning them into something that doesn’t make me want to scoop my eyeballs out.

We ultimately landed on two potentials; an overlay of “fake” buttons that looks a bit like a traditional game controller D-Pad, and something much more abstract that would just sit over top of the big rolled out version of the map. They both have their upsides and downsides, and ultimately we’ve put all our energy into the control overlay as our primary option.

Essentially, the sidebar is simply too small to work on touch-screen devices with smaller resolutions, so after a bunch of back and forth and testing, we’ve implemented a slightly different layout for the sidebar that is only active on small touch-screen devices. Right now, this is any device that reports it is an iPhone or Android device, and has a screen resolution below 400 pixels in either direction. This seemed to be a decent tipping point between the devices I had to hand, where I had no problems using the new UI on a mid-size Android tablet, but struggled a lot on a small iPhone SE 2nd Gen. As part of making the layout different to have larger buttons, we had to cut the smaller minimap in this mode entirely, which means the only option on smaller screen devices is going to be the big, rolled out minimap going forward.

To facilitiate this, we designed the control overlay to sit reasonably well around the active room in the big minimap, and then made a bunch of attempts to make it easy to switch between minimap and bust viewer. As a one-time deal, loading older saves into this version will forcibly flip a bunch of related settings to make the game appear as we have intended this work to present itself with a fresh character; making the big minimap rollout happen by default mostly, and enabling the control overlay option by default when the Small Device test passes. These settings should only flip on older saves, so if you really do not like or need the control overlay, you can turn it off in the control options, and instead use larger buttons in the sidebar for movement.

We think this is the best hybrid between having a consistent UI across all devices, and still being easily usable on devices that were having issues with how small a lot of important controls were. We’re gonna wait for feedback on this before we decide if we should implement any other options like the quadrant-based navigation.

TiTS 0.9.044 Changelog:

  • Fixed NOT ACTUALLY SETTING THE FEATURE FLAG for the control overlay, so it’s actually present in release builds. (Gedan, weeping)
  • Fixed a room on the top floor of Zheng Shi that linked to The Void. (Fenoxo)
  • Fixed lust values not displaying properly via outputDamage(). (Jacques)
  • Fixed missing tooltips for a porn button. (Jacques)
  • Fixed a possible means of squeezing past SmallDeviceMode with weird userAgents. (Gedan)
  • Fixed a variety of UI elements displaying too early when in character creation. (Jacques)
  • Fixed Geoff/Arties bust causing crashes. (Gedan & Jacques)
  • Fixed another means that the new layout couldn’t force itself into place on devices that require it. (Jacques)

TiTS 0.9.043 Changelog:

  • PUBLIC: A new ship item has been added; the Holo Mirror system. For now it’s available from Synphia on Uveto. This once-per combat gadget creates 1-3 holographic duplicates of your vessel to soak up enemy attacks. The number of duplicates is based on your ship’s system’s score, making it basically useless to potentially a life-saver depending on your loadout.. (Fenoxo)
  • BACKERS: A Cyber Punk-modded Clydesdale K7 I’ve been calling the Cyberdale. Guess what? It uses the holographic duplicate system! She’ll surrender if you pop her mirrored images and drop her shields, but you can always ignore them to take out her armor. Comes with two new victory sex scenes! (This encounter requires Zheng Shi’s coordinates to be unlocked in order to occur.) (Fenoxo)
  • PUBLIC: Added a new extended worship bad end event for Lund, unlocked after you perform the existing worship event at least once (William & Gedan)
  • Added an image viewer modal to give a simple popover for viewing images. (Jacques)
  • Added the text-embedded percentage bar to the Fall of the Phoenix events. (Jacques)
  • Added the ability for the internal race scoring functions to return partial score checks, allowing for scaling tests rather than mutually exclusive independant tests. (Gedan)
  • Added a Compare toggle to the ship inspect screen. (Jacques)
  • Added better support for multiple busts to the image viewer. (Jacques)
  • Added a new option that displays the underlying raw and overlaid modification values for stats in the stat bars. (Jacques)
  • Added default shapes for the foreground bust shapes to hand with starting animation transitions in the generated bust viewer. (Jacques)
  • Added a button overlay that can overlap portions of the UI to provide a more capable input environment on small touch screen devices. This overlay is positioned and sized to overlap the big, rolled out view of the map. This overlay is only enabled automatically on small touch-screen devices, but can be enabled or disabled manually in the control options. (Jacques & Gedan)
  • Added a slightly different secondary layout for the sidebar with slightly larger buttons, organized differently. Unfortunately the small map view had to be sacrficied for us to fit this in. This layout is only intended to be active on small device screens. (Jacques & Gedan)
  • Added a subroutine specifically for ship combat AI to use misc. gadgets. Previously there was only offensive and healing gadget routines. (Fenoxo)
  • Fixed some images not being hidden with image displays are disabled in options. (Jacques)
  • Fixed more nipple length value issues in the appearance screen. (Jacques)
  • Fixed some other potential rounding issues with other values in the appearance screen. (Jacques)
  • Fixed Decoration type items not being considered as part of the Valuable category. (Jacques)
  • Fixed Myr Venom not working on the Kui-Tan boss as part of Malai Quest. (Jacques)
  • Fixed Gryvain scoring to remove some issues with mutually exclusive point grants. (Gedan)
  • Fixed the Half-race scoring boundaries relating to Gryvain, so new PCs that pick the Gryvain option should always start off as half-gryvain as intended. (Gedan)
  • Fixed the isHuman() test to use a comparitive score rather than an arbitrary boundary. (Gedan)
  • Fixed a crash in KaraQuest2 when leaving her up on the sniper tower. (Gedan)
  • Fixed some crashes with hasSheath(). (Gedan)
  • Fixed an incorrect parser tag that was querying the player instead of an enemy jumper. (Gedan)
  • Fixed pressAcceptCancel() crashing via unsafely accessing button labels when searching for a potential button to activate. (Gedan)
  • Fixed Feline score not querying for the presence of a genital before trying to score its type. (Gedan)
  • Fixed Demon score referencing a type that isn’t nominally available as part of Demon TFs, an incorrect leg type/hooves description, and added a tongue type test that is part of the Demon TFs. (Gedan)
  • Fixed Kitsune using a capacity test and reorganizined the tail scoring to be based around a scaling test rather than three different tail count tests, not all of which were scorable at the same time thus effectively reducing the “max” score but not properly representing this. (Gedan)
  • Fixed Lacquine race scoring for a 2nd breast row, as this was cut early on in the development of the TF even though placeholder code existed for it. (Gedan)
  • Fixed isMilkTank() not testing for the Mega Milk perk as it probably should do. (Gedan)
  • Fixed some empty strings that may have worked into orgasm records. (lowercase_donkey)
  • Fixed Ardia’s bustString generator not representing some certain combinations of factors that don’t exist, allowing them to fall back to a bust that does exist and fits themeatically with a subset of those factors. (Gedan)
  • Fixed a broken parser call in radglow content. (lowercase_donkey)
  • Fixed an incorrect gate for a Verusha rut scene. (DrunkZombie)
  • Fixed Slavebreaker lust attack to actually hit Steele rather than itself. (DrunkZombie)
  • Fixed some incorrect tests looking for half-races and morphs because of special cases that don’t have “half-” as the actual prefix or morph as the postfix. (Jacques)
  • Fixed pregnancy stats not showing under medical. (Jacques)
  • Fixed the inconsistecy in TouchTooltipTouchActivate mode, where it was impossible to know if a button had a tooltip and would immediately activate it. Now, all buttons have a placeholder tooltip when this mode is active, stating that there is no spoon tooltip available, stopping the button from instantly activating. (Gedan)
  • Fixed the fact that the center room in the big minimap view wasn’t actually centered. This is actually the most important change in this update. (Gedan)
  • Fixed a reversed test for Gel Zon in some stormguard content. (lowercase_donkey)
  • Fixed Urbolgs combat name. (lowercase_donkey)
  • Fixed UI breaking when using overly large font sizes. (Jacques)
  • Fixed a bunch of UI elements not properly respecting or ignoring font size settings. (Jacques)
  • Fixed the content pane expanding larger than intended. (Jacques)
  • Fixed the positioning of the Fullscreen and Panic buttons on the main menu, so that they won’t be overlapped by browser elements on certain devices. (Jacques)
  • Fixed some issues with table generation. (Jacques)
  • Fixed parser plurality not being wired up properly, allowing the [s] and [p] tags to finally function as intended. (Gedan)
  • Fixed CG images being effected by font size settings. (Jacques)
  • Fixed a bunch of inconsistencies with image manifest titles. (Jacques)
  • Fixed typos, a whole lot, again. (Jacques, Gedan, lowercase_donkey, DrunkZombie)
  • Fixed ship combat using the same XP calculations as ground combat. Ship combat no longer automatically rewards normalXP() regardless of what is set in the ship file. If an XP value is set on the ship file (that isn’t 0), it should be respected. Holographic duplicates are worth 1 XP, so they’re not ENTIRELY worthless. (Fenoxo)
  • Fixed shield vampire output formatting to be more easily parsed. (Fenoxo)

[TiTS] Tweak Town

Gedupdate

Art by: ototatx (via Discord!)

Little quicky to roll up some more fixes from the build this week. We’ve been cranking through things to catch a lot of issues that have cropped up as part of juggling a lot of things around for the sidebar.

I jammed on some iPhone UI things for most of the last couple days to get the UI to a generally more usable state for a variety of fun and stupid reasons, mostly thanks to iPhone safari being weird as hell. We know the sidebar and minimap is way too small and fiddly to use on a small touch device right now, but the first step was to actually clean up more general problems with the UI on these platforms. For the time being, if you use the large view version of the map, the sidebar will replace the minimap with a tradtional set of NESW buttons. You can do this by hitting the magnifying glass in the top right of the minimap.

TiTS 0.9.042 Changelog:

  • PUBLIC: The Zaika Gang encounter is now live in the Gyre for public builds! This encounter, as penned by Adjatha, includes approximately a dozen new sex scenes and a few fun micro-events when you greet the misguided alien gals! (Adjatha & Fen)
  • Added some viewport limits that should make the game UI less likely to be dragged around under iOS.
  • Added some additional detail about why the save-mode button is disabled in the data menu.
  • Added the ability for the minimap zoom button to force the large bust view out of its way.
  • Added unsigned, universal MacOS builds. (Gedan)
  • Fixed some scaling math that broke UI layouts under iOS.
  • Fixed fullscreen button crashing on iPhone safari – fullscreen still doesn’t work on this platform because it’s unimplemented on the apple side in iPhone safari.
  • Fixed status effect tooltip positions so they should more consistently try to live inside the area of main text.
  • Fixed erroneous equip/unequip button in inventory if no item is selected.
  • Fixed some rotational errors with emblem icons.
  • Fixed tent items being unequippable in a way that leaves the slot empty.
  • Fixed some crashes in the combat UI.
  • Fixed some missing functions used to determine the type of enemy being fought.
  • Fixed damage value display being inverted, with damage showing as healing and vice versa.
  • Fixed main text and portions of the main menu being able to size past the intended area and slip under the top row of buttons.
  • Fixed item buttons crashing if they weren’t being set with overridden titles and descriptions for the tooltip. (Jacques)
  • Fixed the mannequin display sometimes being able to generate a second set of breasts under the topmost set when it’s not appropriate.
  • Fixed crashes/errors with Big-Ts dinner scoring and some Wargii hold mechanics.
  • Play-in-Browser builds should properly be available and updated to 0.9.042.
  • Forcibly flipped the default state of the “Combine Damage” display option to false. This setting was in our base options object configuration and set to enabled since we launched the JS port, but never wired it up. Disabled is it’s default intended state.
  • Forcibly scroll the text output back to the top whenever certain important calls are made to display text in the game.

[TiTS] All Up The Side (UPDATED)

Nuka Psyker, Adjatha

Nuka Psyker, Adjatha

UPDATE #2: Turns out I missed some stuff in the buildjob when I was getting the MacOS builds working. I thought I’d fully released 0.9.040, but only the downloadable versions actually deployed – the play-in-browser version never got copied from staging to the release folders! Oops!

I’ve rounded up some more fixes and I’m pushing up to 0.9.041 now to clear this up.

UPDATE: Shoving some public content out of the door, as well as a quick fix for an annoying little crash, and finally shoving MacOS builds out too!

The MacOS build is currently unsigned, so there’s some hoops to jump through kinda to be able to run it, but nothing egregious. Essentially, run it through Finder by right-click -> Open rather than trying to open it through the Dock and you’ll get a slightly more detailed warning prompt about the app being unverified, which will have a button allowing you to run it. The old way of just adding an exception through Security & Privacy seems to have gone bye-bye in the last couple of weeks, but hopefully it shouldn’t be an issue in the not too distant future!

Jacques has been hard at work on the new sidebar layout we talked about a couple weeks ago, and it’s far more capable of cramming data in there than it was before. I think this is a big step in the right direction for everything that the bar needs to be able to handle! There’s still some thoughts I have about it, but it feeds directly into a couple of things I wanted to keep in mind for layouts on different devices, and giving us more power to offer different ways to handle movement input based on preferences. To wit:

Navigation controls can now be overlaid on the minimap to save a little more space, whilst keeping the map close to the edge of the screen. There will probably bit a lot more tweaking around this, but the intent is to allow a few different input modes to be available in the same area of the screen, so you can pick how you want to interact with it on touch devices. When I get some time together this week, I’ll finish off implementing the room-navigation option and get that implemented, which will allow for tapping on rooms on the map directly to move to them. The old navigation controls still exist; keybinds still work as expected, and if you opt into the larger map view, some of the small minimap space is replaced with the standard movement buttons from before this layout change.

I think if anything, the new display of keybinds over-top of the minimap presently looks a little too complex and overloaded, but now we’ve got it in we’re in a much better position to incrementally tweak and improve rather than holding off for a fabled overhaul. I hope this goes a long way to answering a lot of the improvement requests we’ve had for the state of the sidebar!

With Jacques spending time on doing the bar overhaul, I’ve been free to keep plugging away at a lot of annoying bugs. I’ve got a few things to look into that should be able to eliminate a couple of classes of bugs entirely going forward for the upcoming week, but I suspect I will mostly be descending into the bug mines again and continuing the extermination efforts.

Back 2 Da Mines….

TiTS 0.9.041 Changelog:

  • Play-in-Browser builds should properly be available and updated to 0.9.041.
  • Forcibly flipped the default state of the “Combine Damage” display option to false. This setting was in our base options object configuration and set to enabled since we launched the JS port, but never wired it up. Disabled is it’s default intended state.
  • Fixed the mannequin display sometimes being able to generate a second set of breasts under the topmost set when it’s not appropriate.
  • Forcibly scroll the text output back to the top whenever certain important calls are made to display text in the game.
  • Fixed crashes/errors with Big-Ts dinner scoring and some Wargii hold mechanics.

TiTS 0.9.040 Changelog:

  • PUBLIC: The Zaika Gang encounter is now live in the Gyre for public builds! This encounter, as penned by Adjatha, includes approximately a dozen new sex scenes and a few fun micro-events when you greet the misguided alien gals! (Adjatha & Fen)
  • Added unsigned, universal MacOS builds. (Gedan)
  • Fixed item buttons crashing if they weren’t being set with overridden titles and descriptions for the tooltip. (Jacques)

TiTS 0.9.039 Changelog:

  • BACKER: There’s a new extrameet scene variant for some Kaede and Anno funtimes. (Savin & Gedan)
  • BACKER: Bizzy has a couple of extra scenes, one some solo action and a few involving Reaha. (Nonesuch & Leek)
  • Added a new layout for the sidebar. It is now capable of displaying much more data than before, much closer to the information available in the two-bar AS3 layout. (Jacques)
  • Added some utility functions to render progress bars embedded in text. (Jacques)
  • Added animation toggle options for button, icon and inline image animations. (Jacques)
  • Added a keybind display for the side-swapping key in the Trade UI layout. (Jacques)
  • Added First-14 data to the quest log. (Jacques)
  • Added “All” tab to the list of filters for the Trade UI to display all items in storage. This currently does not allow you to insert items, but you should be able to remove them. (Jacques)
  • Updated the layout of some of the Cheat options. (Jacques)
  • Updated the Artist Priority interface with some new sort icons. (Jacques)
  • Updated keybinding displays to support opacity settings. (Jacques)
  • Updated Chamelon Armor and the Slavesuit to use the new interact button in the inventory rather than being controlled through extra buttons in the codex. (Gedan)
  • Update core gamestate serialization to apply some cleanup of unnessecary flag data when saving/loading, potentially reducing save size but also giving us an opportunity to strip out some incorrect flag values that shouldn’t normally exist. (Gedan)
  • Updated the entropy gremlin to be a bit more dynamic when used during a puzzle. (Jacques)
  • Fixed target selection short-circuit when using items that require targets so it no longer crashes (Gedan)
  • Fixed incorrect perk test for myr venom for victory scenes with the Kui-Boss in Malai Quest and one of the WallSluts (Gedan)
  • Fixed the storage inventory UI duplicating held items for the Toy and Valuable categories, rather than showing those categories actually in storage and thus losing items and/or crashing (Gedan)
  • Fixed numerical rounding for certain values in the appearance screen, better matching how this was implemented under AS3. (Gedan)
  • Fixed race() text generation to cache results to save repeatedly having to calculate the scoring values when there has been no opportunity for the values to have changed. (Gedan)
  • Fixed Omnisuit and the Strange Collar not being properly usable. (Gedan)
  • Fixed the map layout around The Stellar Tether, removing some old and broken layout based on AS3 map mechanics that no longer work with the structure of the JS map data. (DrunkZombie)
  • Fixed a BUNCH of typos across multitudes of scenes and content. I can’t really exhaustively list these because it touches 100+ files. (Gedan, DrunkZombie & Jacques)
  • Fixed cockvines potentially erroneously attempting to describe the PC cum even if they don’t have genitals. (Gedan)
  • Fixed a few room description errors around Zheng Shi. (lowercase_donkey)
  • Fixed the ‘Bitterly Cold’ status effect persisting if you are no longer on Uveto. (DrunkZombie)
  • Fixed attribute reductions not always being able to apply properly under certain circumstances. (DrunkZombie)
  • Fixed stat change color coding across the game, attempting to more universally apply a consistent set of colors. (Jacques)
  • Fixed the Combined Damage Display option. Note that this setting is enabled by default, you’ll have to turn it off if you want to go back to the old Shield/Health/Lust damage output. (Jacques)
  • Fixed some layout issues around racial score breakdowns. (Jacques)
  • Fixed the level up screens stat handling to replicate the proper limits, no longer taking into account temporary increases to maximum stat values to effectively increase the ceiling that stat points could be invested into. (Gedan)
  • Fixed Syri using a slightly different bust display system than almost all other characters, fixing a few “Syri is displaying the wrong bust” issues. (Gedan)
  • Fixed a handful of nested UI element switches being able to blow away button state when you attempt to return back to the main text display. (Gedan)
  • Fixed erroneous calls to “ps.isMisch()” that has been deprecated in favour of isMischievous, fixing a couple of crashes. (Gedan)
  • Fixed an issue with compressToList() that could leave trailing commas. (Jacques)
  • Fixed an incorrect output() call in Condensols usage function when using it in combat. (Gedan)
  • Fixed an oversight in how and when the inventory can be opened whilst in combat. It is now only possible to use items in combat up to the point you hit the Victory or Defeat button, but there is still a small window of opportunity present to consume items like Condensol without consuming a turn. (Gedan)
  • Fixed some oversights with the new in-combat target selection process to better handle items that have targetsSelf set. (Gedan)
  • Fixed redundant elements appearing in the Inspect menu and Item Cards. (Jacques)
  • Fixed Ovir Ace and Ovir Positive crashes. (Gedan)
  • Fixed lingering instances of hasRandomProperties being set on items, a potential avenue to not properly serializing certain modifiable items but specifically for Goo Armor for the PC. (Gedan)
  • Fixed a potential crash with the HeavyLaser complaining about not having a canMergeWith implementation. (Gedan)
  • Fixed a Syri gaming event scene from not properly triggering inSceneBlockSaving, making it easy for the player to move again and lose access to the ability to recruit Syri from the event by ending it early. (Gedan)
  • Fixed a missing test to ensure that the player has previously been defeated by Sophora before she can start stalking the player on Tavros. (Gedan)
  • Fixed a re-implemented branch in a Shade event trigger that was previously disabled in AS3 but left commented out, breaking the scene flow, fixing her Bounty Work event. (Gedan)
  • Fixed a crash when finding the Puppy-Kitten dildo. (Jacques)

[TiTS] Lavishing Lund

Kaithrit Merc Boy, Adjatha

Kaithrit Merc Boy, Adjatha

Really busy week-and-a-bit for me. By the time I was ready to try and crank a patch out, CoC2 looked like they were ready to get something out so I decided to wait a day or two, and finally crack into trying to track down an annoying and inconsistent storage bug. I got lost in trying to track down what the true cause of the problem is, and I tried a lotta shit to try and replicate it but could never get it to happen to me. Whilst I was doing it I figured I’d spend the time to actually clean up the last of the inventory system binds, so I rolled all of the functions out for those, then found out I’d broken some other shit a couple weeks ago, so needed to find a new workaround…

Before I know it, it’s Monday night and I still haven’t patched, so here we are. A big, fat fuck off pile of fixes for your viewing pleasure. I slipped in something relatively quick to code so we have at least some new content to go out of the door, but there are a lot of bugs still waiting in the forums for somebody to tackle. I hadn’t looked in a couple of weeks because I thought everybody else was on top of it, freeing me up to concentrate on new content and features, but it’s clear I’m gonna have to roll my sleeves up for the next couple of weeks and smash back the tide.

Fenoxo has dusted off some old threesome content that he never finished and has been cracking into that, much to the delight of Savin! Donkey has been working on cleaning up some race scoring things and has a lot more stuff to go in, but he’s got some reworking to do before I’m ready to merge stuff to give us a better and more consistent interface for the whole system.

I was gonna get unsigned osx builds out of the door for this patch; technically all the stuff is setup I just have to swap some files around on the buildserver and re-enable a couple of lines in the script but I don’t think I have the brain power to do it properly and not fuck it up right now. Lotta hours in the code-mines chasing bugs, so I think it’s gonna have to wait until next patch.

Hotfix, builds 2890 and up:

  • Added additional safety around the item usage target selection so that it cannot crash when not in combat (Gedan)
  • Fixed hasFuckedTrenchWives crash (Gedan & donkey)
  • Fixed items duplicating themselves and not grouping properly in the storage display (Gedan)

TiTS 0.9.037 Changelog:

  • BACKER: Added a new extended worship bad end event for Lund, unlocked after you perform the existing worship event at least once (William & Gedan)
  • Added kaithrit merc boy art for Malai quest (Adjatha & donkey)
  • Added liferoot bust (Adjatha & donkey)
  • Added radglow bust (Adjatha & donkey)
  • Added a pathway for items to offer target selection when used in combat (Gedan)
  • Added a log category specifically for combat debugging (Gedan)
  • Added an Anchor-shaped piercing (Gedan)
  • Added proper bindings for the Buy/Sell mode in the Shop UI interface (Gedan)
  • Added proper bindings for the Trade UI interface. (Gedan)
  • Fixed the interaction text displayed when using a piercing (Gedan)
  • Fixed genital type race scoring for Gryvain (donkey)
  • Fixed the Siren race type score; Siren is the internal name for the race we present as Suula (donkey)
  • Fixed a bunch of non-working Gianna busts (donkey)
  • Fixed Naleen Nip not changing the genital spot value when hitting the TF that causes it (donkey)
  • Fixed a bunch of issues with the Kui-Tan pregnancy introduced by the Kui-Tan merc boss as part of Malai Quest. It should apply as expected now. (DrunkZombie)
  • Fixed one of the ways inventory storage can sometimes erroneously clear itself out. This wasn’t a smoking gun cause, but it’s one of the few ways I could find that looks like it could, maybe, possibly cause it to happen if you squint at it just right (Gedan)
  • Fixed opening the data menu from the shop dropping you back to a broken main game menu when leaving the data menu without loading a save (Gedan)
  • Fixed a few ways that it was possible to leave an area once an internal temporary nudity effect was applied to the player (Gedan)
  • Fixed leaky bold text in a Mhorgenn scene (Gedan)
  • Fixed male raskvel fight crashing when you Seduce them and then sneak away (Gedan)
  • Fixed some typos in Millie content (Gedan)
  • Fixed some Sophora parser tag issues, mostly relating to assuming that a player has a prostate just because they’re getting buttstuffed (Gedan)
  • Fixed PunkSpecOps crashing with an erroneously executed showAll() call on a temporary creature reference that is no longer valid at the time it is called (Gedan)
  • Fixed a Malai scene variant that didn’t account properly for herms/neuters (Gedan)
  • Fixed an erroneous instance of pointing out the player is flaccid in a slavebreaker scene that was copied from another similar, but different entry point to the scene (Gedan)
  • Fixed some instances of content in FarrowQuest assuming the player has a prostate because buttstuff (Gedan)
  • Fixed Tranqilized status effect not properly being updated in combat (Gedan)
  • Fixed cropping on busts for Godi and Petr so they no longer get shoved out of the side of the display area for busts (Gedan)
  • Fixed direcational room locks for: Kressia Gates, TenTonGyms Pool, Shades House, Peeping on Kally, and Zheng Shi’s foundry elevator (Gedan)
  • Fixed Zheng Shi’s spacewalk airlock commands not being able to find the proper room, and thus falling back to placing player in their ship as a safe fallback (Gedan)
  • Fixed the North/South wraparound on the RecDeck to work and look the same as the East/West wraparound (Gedan)
  • Fixed wulfe crashing if you attempt to take her with you, and she does not have the accessory version stored on her for some reason, creating a new instance of the accessory (Gedan)
  • Fixed button binds not working properly in the Shop, Trade, Drop and Inventory UI interfaces; the way these were originally implemented stopped working when the Touch-Tooltip-Touch-Activate input system was added (Gedan)
  • Fixed a react error in the Drop UI interface (Gedan)
  • All inventory management UIs should now have fully working binds, although some navigation still needs to be improved and added QoL (Gedan)
  • Stopped creatures that aren’t the Player object from creating the Omit Cumflation Messages status when calling cumFlationSimulate(), as these messages can only be generated by the Player anyway, avoiding warning messages about creatures with durational status effects not having statusSimulate enabled (Gedan)
  • Removed the Omit Cumflation Message from Narc and Ilaria on load, if it exists (Gedan)
  • Cleaned up all remaining instances of NAV_DISABLE that we used to use to control direcational movement in TiTS-AS3 and properly implemented the new directional locks on relevant rooms that had been missed (Gedan)
  • Broke up the old canineRace() implementation to give us a seperate lupineRace() function to handle wolf-types, leaving canineRace() to handle everything else (Gedan)
  • Removed the “husky” identifier from canineRace(), because we don’t have husky – we have huskar, which already exists as its own race type (Gedan)
  • Made hasFlare safer in instance where the player has a faux-cock and not a real cock (Gedan)
  • Buff gabliani race score qualities for skin colour and height (donkey)
  • Drop the old CoC perk that held over for dragon type race scoring (donkey)
  • Removed old properties that were holdovers from CoC and that are no longer used in TiTS (donkey & Gedan)
  • Removed tail venom properties being set to their defaults in many creature constructors (donkey)
  • Credit Gardeford properly for the Psyker scenes (Gedan)
  • Updated eslint version and configurations, and started working through the codebase to clean up potential problem areas (Gedan)

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