Category: Trials in Tainted Space

Come Play With My Dhaal!

(The downloadable builds should be working as expected now!)

Dhaal’s Corporate Dungeon is live! This is a big one – I expect I’ll be pushing a hotfix or two tomorrow to clean up rough edges as they’re revealed. Make sure to slap bug reports in the appropriate forum so that we have a unified way to try and communicate with you about them!

Poor Adjatha had to draw so many pointy-eared, dark-skinned aliens… the inhumanity!

Hotfixes Deployed:

  • Some of the new keybinding system for the inventory has been fixed up and crashes handled.
  • The Farrow facility’s back door now actually opens once hacked, courtesy of lowercase-donkey.
  • The Peer & Doll fight is now winnable as intended. When a doll goes down, the peer that owns her will lose interest in the fight. I also fixed an issue in the victory menu (lack of a non-sex leave button.)
  • The dolls had the amount of lust damage that needs done lowered.
  • Fixed crashing when opening the executive safe. (Thanks, lowercase-donkey)
  • Slightly nerfed the rioter fight – reduced accuracy by 5% for most enemies, reduced HPs somewhat, etc.
  • Fixed “Still in combat, you ninny!” after losing at the gates.
  • Lowercase-Donkey fixed an issue with blueballed PCs who decline Kiro’s help.
  • Some button tooltip functionality fixes by Jacques00.
  • Fixed “showAuthor” crashes, thanks lowercase-donkey.
  • Fixed being able to re-enter the dungeon after claiming the probe. (Thanks, Leek!)

Changelog 0.9.025, 0.9.026 & 0.9.027:

  • [Backers] Dhaal’s final dungeon is complete and accessible in game. To get to it, you’ll have to complete the existing party and Feruze ambush events, then wait for an email from the scary shark-girl. You can meet her at the brothel afterward, track down Jack/Jill’s contact, and score the details on where they disappeared to. Then it’s just a matter of hitting up your local Taxi and visiting the new stop!
    • Make a save before starting the dungeon: This is one of the more ambitious final dungeons we’ve ever designed. From the get-go, you’re presented with a choice of fights, and that’s thread that follows through the entire experience, all the way to the final boss. There’s an entire floor you can skip depending on your choices – and all these variances are fertile breeding ground for bugs. There may be softlocks. There may be spots that should track an event but don’t. We may change or add to the rewards at the end as we continue to iterate and polish. For that reason, a save-to-file before the dungeon can be a lifesaver – and a quick way to get back in and try an alternate path.
    • At least nine new fights added, by my quick reckoning, many of which feature multiple foes.
    • Multiple new bad-ends, and plenty of win options as well as a chance to get up-close-and-personal with Feruze in a freight container.
    • Fight with Feruze by your side for the entire dungeon.
  • Inventory UI controls have been updated! Basic hotkeys for the bottom buttons are present now, and there is a highlighted option you can move up & down with W and S. Moving an item to another column (for dropping – or undropping) can be accomplished with the Q & E keys. Changing the column you have highlighted (for drop and shop UIs) is done with the tab key.
    • This is a first, rough pass on this. We will continue to iterate, refine, and improve this system – though I suspect Gedan may need a break from UI hell soon :3
    • I don’t fully understand the where, whys, and hows of it, but we had to drop the “double-click to buy” functionality to get the hotkeys going. Hopefully we can bring it back later, but who knows with the hell that is Javascrypt.
  • Touch tooltip support should be vastly improved; there’s a new option under gameplay called “Tooltip On Tap”; the first tap of a button that has a tooltip will display the tooltip, the second tap will activate the button. Buttons without a tooltip will immediately activate. This system should have no effect when using mouse input. This should also work with Status Effects. There’s probably more places this can be rolled out to, but I want to make sure it works exactly as intended first; this was kinda tricky to figure out a good way to handle!
  • Feruze’s child has a small post-dungeon bit of content, implemented by DrunkZombie.
  • Lowercase-Donkey did a lot of the usual under the hood cleaning and rearranging. :donkPog:
  • Lots of other fixes and tweaks…

 


[TiTS] Dungeon Hotkeys – Coming ASAP

Hey all, Fen here with a report on our progress. TL;DR: Dhaal’s dungeon has all the pieces loaded in, coded in, and getting polished, but we’re halfway through adding inventory hotkeys for the inventory & shop UIs, and I dare not push a patch until that effort is finished. Hopefully I can patch in a day or two. Details lie below.

Ahhh the classic “snooty aristocrats and their sex-dolls” fight. Note: screenshot was taken during my work yesterday, before final stat values were set for the NPCs.

Yeah, the dungeon is basically there. This week I filled in two more combat encounters (one with four foes, the other with two), polished some of the interaction UIs and buttons, and added new support functions for a generically applicable “restrained” status effect to reduce evasion. Leek whipped up some “Lights Out” puzzles to crack into a safe, coded some bad-ends that Adj wrote last week, and helped me with snapping more of the pieces into place. They’re all there now, save for two enemy descriptions with placeholders and a player-obtainable weapon that needs its final stats set. There’s a lot to this dungeon: more rooms to explore than most, puzzles, optional fights, and a final boss that can be one of three different bosses – some of which have their fights come in multiple formats.

 

A preview from today’s team meeting of the current inventory state. (Thanks, Gedan!)

As you can see above, Gedan has spent the week iterating on hotkeys for the inventory, shop, and drop user interfaces. You’ll be able to navigate the highlighted section around, tab back and forth between shopkeeper inventories and your own, and even jump between categories in UIs that support it with the function keys. It might seem simple at a glance, but there is a LOT to do in order to make sure it feels good to use – like remembering what you have highlighted when you add something to a cart or droplist so that it doesn’t reset when the entire UI redraws. As a keyboard player: I am so fucking jazzed about this. Soon I’ll be able to do inventory stuff left-handed once more!

Thank you for your patience. The content pipe is about to burst just like Kiro poppin’ a nut.

 


[TiTS] A New Seat at the Table

Adjatha, Lureling WIP

Adjatha, Lureling WIP

I spent a bunch of time getting down and dirty with the race-determination code that I overhauled a couple of weeks back. It should be working far better now and a bunch of the edge-cases and wrong-results have been fired out of a cannon and into the nearest sun. I wanna see where this lands before I implement the next stage of things, by allowing you to pick a “sticky” race from the top of the list of potential scores, allowing you to somewhat bypass hyper-specific scoring scenarios to get the race you want and leave room for flexibility to turn your Steele into exactly what you envision for them.

This week meeting was good all around; we’ve got a lot of fresh content lined up to be completed over the next couple of weeks, so expect a return to form for backer content over the next couple of patches. Somewhere in the next couple of weeks you should expect the next dungeon to drop, now that Fen and Leek have gotten together and made lots of code babies over their two halves of the implementation process. Fen just has a couple of final touches to rope together and it’ll be DONE. SOON™.

Now I must go and clamber back into the codemine.

0.9.024 Changelog:

    • [BACKER] Una has a new series of facesitting scenes, along with a potential bad-end for good boys who prove they know their place under her booty. (William, Nonesuch & Gedan)
    • Bakhar’s menu being funky has been fixed. (lowercase_donkey)
    • Fixed a handful of character names not being consistently displayed in the UI. (lowercase_donkey)
    • Fixed a couple of oversights with parser tags in lovestarz content. (lowercase_donkey)
    • Fixed where the displayability of the update notification message is determined which should ensure it can be consistently displayed across different build types. (Gedan)
    • Fixed milk thief crashes. (lowercase_donkey)
    • Fixed Credits always being listed as the currency during a shop checkout process, even when another currency is being used. (lowercase_donkey)
    • Improved the parser to support literal arguments. (leek)
    • Tweaked all of the current race scoring parameters to more closely align with expected results under the old system. All of the starting race options should now properly result in half-race outputs as expected. Where possible, the new system avoids using specific genitalia as a scoring element and instead relies purely on other appearance factors but there are a handful of cases where this is impossible or clearly does not make sense to avoid. (Gedan)
    • Tweaked all of the different ways the player can acquire Kiro’s ship for themselves, hopefully resulting in a more consistent experience. (Gedan)
    • Deduplicated a bunch of old content as well as cleaning up the scope of a lot of functions across the codebase. (lowercase_donkey)
    • Undo states should be properly created in more instances when the parser has been provided temporary parser tags. (Gedan)
    • A variety of scene and tag fixes, along with the usual assortment of bust tweaks have been performed. (lowercase_donkey)

[TiTS] Haunted, Baleful, Frightning, Spooky

Adjatha, Goopleoozer

Adjatha, Goopleoozer

Managed to sneak in another little spooky addition just in time!

Once again I’ve found myself sidetracked with a bunch of other important things that aren’t directly associated with make game has more content or features; last week we started running into issues with people being able to download TiTS and CoC2 updates for a couple of hours. The issue isn’t that our server can’t keep up, it seems to have just been one of those general internet issues that crops up from time to time. In the process of digging into it though, I decided it would probably be prudent to start putting some thought into expanding our capacity and hopefully deliver a system that will let us work around routing issues like this in the future. It’s a technical challenge that I haven’t really had to approach before, and there’s a lot of things that I need to keep in mind with some features that we have planned for the game, and how those are going to work with whatever distribution system we end up utilizing.

Lighterflud is back in action, and is the person who smashed through the code for this extra spooky addition for this patch, so he’s been getting up to speed now that the games basically completely changed behind the scenes and he’s been contributing to the utter melee that is trying to figure out answers for technical questions that crop up when I’m not directly available. Little javascript beans learning their way through the horrendous pile of bad decisions that I had to make to get us this far, brings a tear to me eye it does.

Fen & Leek have been getting down on gluing the latest dungeons bulk content and the boss encounters together, along with rifling through a bunch of the combat code to straighten a few things up. SOON™.

0.9.023 Changelog:

  • PUBLIC: A new event can occur whilst onboard your ship for a spooky trick or treat encounter! (Doots (Check out their Patreon!) & Lighterflud)
  • Tweaked how ship-board controls are generated in different rooms to better handle events that don’t want to clear out the room description. (Gedan)
  • A bunch of globally available functions that didn’t need to be have been cleaned up; we might have a few missing function call errors here and there. (lowercase_donkey)
  • penny.short should be resolved. (lowercase_donkey & Fenoxo)
  • A bunch more busts have been added and existing ones fiddled. (lowercase_donkey)
  • Duplicate content that has amassed during the porting process is being cleaned up and removed, should help reduce the size of the game download. (lowercase_donkey)
  • A bunch of other fixes and tweaks all across the code has happened, and I’m too tired to exhaustively list every last one. One day I’ll figure out a good way to autogenerate these patchnotes…

[TiTS] Spookoween Special

Adjatha, Lorelei Catte

Adjatha, Lorelei Catte

It’s been a busy couple of weeks for everybody on the team. The patch notes might not seem all that huge, but that’s mostly because I just don’t have the energy to dig through and comprehensively list every last little thing that got fixed up since the last update. The last build was in a pretty good place, so the burning desire to “force” another update out and potentially untip the scales back to something less stable wasn’t a lingering thought, so we’ve just been plugging away, sweepin’ the floors, keeping everything ticking over. We’ve got some old faces back again and getting up to speed with the code, and our weekly meetings have had a definitive shift in tone from ‘Getting back to where we were before the port’ to spending the overwhelming duration discussing whole new content.

First and foremost, no specific backer content this patch. We’ve got new content, but half of it is obviously time-dependant being that it’s a halloween related event, and the other stuff is a whole gaggle of smaller interactions across TONS of existing content. It didn’t make sense to try and gate it off in any way.

Backers are going to be getting a big, meaty new dungeon soon though; Fenoxo has put the finishing touches on the last of the combat mechanics, so now all that is left is gluing the content all together and getting it tested. SOON™.

I lost a week massively upgrading the build system and cleaning up things that have been bugging me about it for a while; it is much, much faster than the last iteration, which is incredible considering that in and of itself was rapid as hell. And then I lost another week to what I originally thought was a dying graphics card, but turns out to have been a dying displayport cable instead. I had no idea that a goddamn displayport cable could dead ass kill windows, but we live and learn I guess!

I might have to rapid-fire out a couple of builds to ensure some new components of the build process are working as expected across all the release types, but there should be no big goofs lingering to bite our hand off.

0.9.022 Changelog:

  • PUBLIC: Sophora, Syri Sit, Squid Wallslut, Anno’s Maid Titjob, Olympia Facesmothering, Kui-Rodenian Porno and Amber Preg are all now public. (Many!)
  • PUBLIC: There’s a new Halloween event available involving Lorelei. (B & Lighterflud)
  • PUBLIC: The Slave Uniform on Zheng Shi has been moved out of the mines and onto the Slave Pen tile near Maike’s Shack (Where Tivf is) in the Hangar. Wearing it now acts as a disguise through the Mines & Foundry decks. Jumpers and Slyveren Slavebreakers have new scenes the player can be subjected to in order to maintain the disguise. (Will & Leek)
  • There is now an integrated update checker built into the game. The first time you load up this patch, you’ll be prompted if you want to enable it, and the option to change is tucked in the options menu if you change your mind. (Gedan)
  • Dizzy should now be considered potential nursery staff correctly.
  • There’s been a lot of small tweaking to the formatting of the combat UI, including new overlays to better communicate enemies who have been defeated. (Jacques)
  • A big overhaul of how we organize certain commonly used functions for specific NPCs. We might have missed and broken a few things, but we’ve moved a few thousand of them around probably so… (lowercase_donkey)
  • There’s been a massive number of commits fixing small issues all over the place. I’m not going to attempt to dig through every one and list it, but it is a lot. (Many!)
  • Seriously, it’s like a couple hundred commits of fixes. (Many!)
  • There’s now a panic button to hide the game UI, bound to “[” by default. (Jacques)
  • A bunch of data in the image manifest has been normalized for display. (lowercase_donkey)

[TiTS] The Bugs Must Flow

Adjatha, Goop

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

I’m back out of the other-project mines now, but this week has mostly been a wash for me. I got tagged in to handle some annoying little bugs that are still being fished out of the UI menu generation change a few weeks back, but I think we’re finally at the point all of those might be squared away properly now. The rate of new stuff getting broken definitely feels like it’s slowed, so my next couple of weeks now that I’m back TiTSin full-time is gonna be about smashing through the backlog of forum reports and chopping through as many things as I can before swinging into a lot of little QoL things that I’ve got sat on my list.

Fen has been hard at work battering on his dungeon goos and getting to grips with working in the depths of the ported code to make a crazy, over-the-top eldritch abomination of code, befitting their status as gooey monsters I guess!

Sophora should have been made public this week, but I feel like we’ve only just with this patch got her properly squared away so we’re gonna give backers another week with her being exclusive, so we’re gonna stick a pin in the content rollout pipeline until next week and just release a big bugfix rollup update.

0.9.021 Changelog:

  • Added some more of the completed card assets. (Jacques)
  • Staggered has been buffed to a 20% stat reduction, up from 10%. (Fenoxo)
  • Fixed crashes relating to the Combat UI and non-standard exits from the combat process. (Gedan)
  • Fixed a few more items that didn’t return to the inventory after consumption. (Gedan)
  • Fixed Skin Clears bad end process. (Gedan)
  • Fixed a bunch of items that trigger masturbation scenes not properly generating menus. (Gedan)
  • Fixed Grenade crashes. (Leek)
  • Fixed cancelling the image upload process for avatars. (Leek)
  • Made the Android app package use Fullscreen an added a dedicated close button to the main menu. (Leek, Jacques, Gedan)
  • Clarified the equip button tooltips. (Leek)
  • Fixed a fated name. (lowercase_donkey)
  • Usual assortment of bust tweaking. (lowercase_donkey)
  • SlutRay now does 5 psionic damage instead of 4 tease damage. Advanced SlutRay now does psionic damage. The Heavy SlutRay now does 9 psionic damage instead of 8 tease damage. (Fenoxo)
  • Sophora has had a great many more fixes, balance changes and tweaks. (Leek)
  • SynthSheath should now have proper sales limits from Shekka. (Gedan)
  • Tweaked the damage output for smuggler grenades. (Gedan)
  • Tweaked part of rescuring Kiro to ensure the final scene in the chain cannot be overwritten by another event happening. (Gedan)
  • Renvara should no longer freeze the game. (Fenoxo)
  • There is now an option to disable the “Hologram” effect used in various places of the UI (Jacques)
  • Fixed the “Shopkeeper is null” error when sometimes using the drop interface. (Gedan)
  • Fixed a softlock on Poe A. (lowercase_donkey)
  • Fixed cocksocks not allowing target selection. (lowercase_donkey)
  • Fixed a couple of unparsed variants in FarrowQuest. (lowercase_donkey)

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)

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