[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)

[Backers | CoC2] Companion Updates

Dropping a quick patch with a bunch of under-the-hood work for Etheryn’s upcoming dungeon (very soon!), but we’ve also got some new Atugia bling in the form of a damage-dealing berserker set. And hopefully she’ll be a little less overwhelming for brand new Champions just walking out of the inn with Cait!

0.5.36 Patch Notes:

  • In preparation for RynQuest dropping soon, Etheryn’s sex scenes have been recoded with updated mechanics. Her scenes are no longer locked out if your dick is too big. Her Chastity perk and her passive Blueballing has been touched up a bit, and she can gain a perk called Buttslut if you sodomize her often enough (you need to accumulate 10 Buttslut points, which various scenes provide; she loses 1 every 3 days unless she has the perk). It changes some of her sex scene text but is otherwise harmless.
  • Atugia’s recruitment has been tweaked again. She now approaches you on day 5 instead of 3 if you haven’t met her already at the castle, and her castle recruitment it no longer requires boning her or grinding RNG. You can also bring her as a guest to LumiaQuest if not recruited. (Coded by Squishy, written by Garde)
  • Atugia has a new set: the berserker. Requires that you’ve visited the orc village.
  • Atugia has been nerfed when you fight her in Castle Hawkstone before recruiting her.
  • Cait’s menus have been made a bit more consistent with other NPC menus.
  • Bust display and name display has been updated for parts of the tutorial.
  • Mai’s non-sexual [Cleanse] option is now actually accessible.
  • Bloodrage said it did 50 base damage when it really did 30. Now it says it does 40 base damage and it actually does 40.
  • Dischord no longer auto-hits.
  • Aria of Waves power description properly shows spellpower scalings
  • Tetsuya has a new CG for when he sends you his first letter.

If you like what we’re doing, consider supporting us on either Patreon or SubscribeStar! And come hang out on CoC2’s own Discord!


[Backers | CoC2] Very Good Girls

I finally got a chance to write out the Brint/Arona threesomes that’ve been taunting me in his menu, and several other community writers and artists have some new contributions as well!

0.5.35 Patch Notes:

  • Brint has a new set of threesome intros if you haven’t gotten fucked by him before.
  • You can now get together with Brint and Arona at once, via Brint’s threesome menu.
    • You can get double teamed by Brint and Arona, with some options as to where all the mess goes.
    • You and Brint can either double-penetrate Arona together or you can suck her dick while she gets planted on mino-cock, if she’s your sub.
    • If you and Arona are both milky at the same time, you can ask Brint to milk you both together. You can let things stay (relatively) chaste or go all in on letting him make you both his cows 🙂
  • Cait has a sequence of new scenes for Kitsune-Champs, where she explores all your sensitive mofu. (By Remi aka CuteBruiser)
  • The Alpha Gnoll has a new PC-Victory scene where you can take her doggystyle. (By Pépère Pervers)
  • Drifa has new content wherein she dresses up as your Wayfort’s new maid. Requires having fucked her 20 time; [Condition]ing her counts as 5 times. (By Jstar)
  • There’s a new followup scene with Kaina after resolving Ashelander’s conundrum. Requires having Ashe with you.
  • New CGs: Hotaru Tied Up (By Su), Drifa Patslut (By Nyah).
  • Azzy’s dragoon sex scenes are properly repeatable from her sex menu after the first time scene. Big whoops there!
  • Liaden’s romance logic/gating has been fixed; she’s now available for all PCs with fem pronouns.
  • Dragoon Azzy has a proper Appearance description.
  • Dragoon Azzy’s spear now properly does Fire instead of Frost damage.
  • Dragon’s Breath now scales off Strength.
  • Dragon Evelyn’s difficulty cap has been increased. Rawr!
  • Kas’s stats in her Winter City encounter are now properly set to 100 instead of 93.
  • Many misc. text fixes and typo corrections.

If you like what we’re doing, consider supporting us on either Patreon or SubscribeStar! And come hang out on CoC2’s own Discord!


[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)

[Backers | CoC2] Dragon Quest

The quest “A Teatime for Dragons” has its resolution now, and with it comes an expansion for either Azzy or Evelyn — it’ll make sense in context. I’d suggest keeping a save before making any choices in resolving the quest, since there are mutually exclusive paths at play. To go with these long-underway expansions, Wsan and Skow wanted to chime in themselves to give an update and some acknowledgements!

Hi everyone, Wsan here.

I just wanted to give a quick update on what I’ve been doing since I don’t really have a presence outside of our discord. I’ve been working on Brint/Brienne’s family content for several months now, and the document is in excess of 500 pages. The work is still going fine, but this Evelyn expansion in particular was time-sensitive (ie. do it now, or it will probably never happen). I decided I’d get it done so I could return to the Bri family expansion without regrets. The family expansion will be out later this year, though it will probably come in pieces owing to its size. Enjoy the Evelyn content, and I’ll see you with more cool things later!

And from Skow:

I wanted to drop an update too, as I’m bad at interacting with anyone outside of work. Last year was made up of hitting a number of large projects back to back, such as Starhome, and the Wayfort. At the end of the year, however, I managed to wrangle Wsan away from the perpetual mino-mines as part of this latest big update. It’s such a huge monkey off my back, and the goal in the future is to revisit a number of older characters (such as the lovely snowcat twins), some more Jael’yn writes (she’s a good girl at heart), and… other big projects, you’ll just have to wait and see.

Also give a big hand to Drake, Balak, and Leek. Because of the nature of the update, they had to do all of this, and Wsan’s content, concurrently in one big brick.

0.5.34 Patch Notes:

  • The quest “A Teatime for Dragons” has its resolution now. Once you’ve dealt with the half-dragon’s request in the Rift, head to the western reaches of Harvest Valley to uncover the fate of her last relative. You’ll have to make a choice with this quest, based on who you want to talk to about the problem therein: either Evelyn or Azyrran are going to get an expansion out of it.
  • Evelyn has all-new sex scenes – several different rotating ones, a few deliberately pickable ones, and several incidental ones!
  • All-new conversations to do with Evelyn’s future direction. You can choose (mostly) whether or not you’ll be servicing her during these conversations.
  • More longevity to your stays with her. You now (mostly) stay with her after servicing her, or vice versa.
  • A scaling fight! Owing to the events of the expansion, you can now spar with Evelyn to train her up. She will actually scale up as a result of your training her, resulting in harder and harder fights (to a limit).
  • She will not grow more difficult if you lose twice in a row.
  • Sex scenes for the fight results! Win, lose, or even throwing the fight, there’s six total scenes there.
  • Events! Evelyn can get out and about, now. Just don’t be surprised when her newfound powers make her a little overeager… especially if you’ve sparred with her 3+ times.
  • A new set/tf for Azyrran! Some of you may already know that Azzy’s not-so-secretly had some future-proofing in literally all of her content that’s never shown up. But the future is now! As with the honey-maid, her new gear set is a transformation that comes with a shinier, domme-ier buzz.
  • New Azzy sex! – To nobody’s surprise
  • All-new lesbian Liaden scenes – Both with just you and her, and as a threesome with Azzy.
  • More Azzy/Lia content (featuring loads of tweaks thanks to writer Alypia, she’s a real good bean)
  • A new sexable magic weapon, rub its flanges you dirty slut.
  • A new sexable character, she’s a very good girl.

There’s a bunch of tweaks for the prior Dawnsword Quest that still need to be added to account for Things that’ve been added to this patch, so bear with that until next patch if you’re making a new save and doing things in interesting orders of operation!

Meanwhile, Etheryn’s next quest/dungeon is hitting the code mines now after a lengthy writing process, as is the next Level Up for the party! It’s a chonky dungeon, though, and also comes with a fresh recode of all Ryn’s scenes — so while it’ll likely be a couple patches until it’s ready, RynQuest and Level 7 are officially underway!

If you like what we’re doing, consider supporting us on either Patreon or SubscribeStar! And come hang out on CoC2’s own Discord!


[TiTS] This is a title

Fem Tarratch Slaver, Shou

Fem Tarratch Slaver, Shou

Another patch. ANOTHER PATCH!!!

Wanted to get back on the schedule rather than just slipping to Mondays just being the Done Day for a while before something else would come up to shift it again, and I’ve been cranking through a lot of bugs the last couple of days. Makes sense to consolidate and get us both back on the day we’re aiming for and get these fixes outta the door.

I’m gonna keep it short and jump back into the bug mines, but CoC2 also shoved out a bugfix patch just before us, so check that out too!

Hotfixes, builds #2913 and up:

  • 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)

TiTS 0.9.038 Changelog:

  • BACKER: Tarratch Slavers are now roaming Mhen’ga (Nonesuch & lighterfluid)
  • BACKER: Anno’s off-screen encounter with a Thraggen now has an actual scene rather than being behind closed doors (Professor Poprocks & lighterfluid)
  • PUBLIC: Malai Quest is now available to the public (Doots & Gedan)
  • PUBLIC: Additional Syri x Ardia threesome interactions are now available to the public (Savin & Leek)
  • Fixed Shade weaponswapping crashing (Gedan)
  • Fixed the ability to unequip piercings marked with the NO_REMOVE flag without assistance, which should also fix locked items from being removable in general (Gedan)
  • Fixed the piercings inventory UI not highlighting the currently selected item (Gedan)
  • Fixed the selected item in the trade and drop UI displays not swapping sides when the currently active list is emptied (Gedan)
  • Fixed the selected item in the trade and drop UI displays not properly moving to the next most appropriate item when the currently selected item is fully moved to the other side (Gedan)
  • Fixed displayed keybindings on the piercings inventory UI being off by one index (Gedan)
  • Fixed a few more react class vs className property errors (Gedan)
  • Fixed “Clean Sticky” not being able to execute the correct function and crashing (Gedan)
  • Fixed Frostwyrm type cock descriptors using the generic dragon-type list, in order to remove erroneous additional ‘tapered’ and suchlike prefixes (Gedan)
  • Fixed roomlocks for Uveto that hadn’t accounted for changes made to how the content is executed/missing (Gedan)
  • Fixed a lot of equippable items (almost all armor and apparel) not being marked as non-usable, thus making the “Use” button show up in the inventory UI when the item is in a state that means it can’t be equipped/unequipped (Gedan)
  • Fixed some tarkus room tile descriptions that were using the wrong description or function call, which were probably causing issues with the Tether quest (DrunkZombie)
  • Removed some old serialization properties from the AS3 era that are no longer relevant (Gedan)
  • Made buttons only respond to primary-button clicks when using mouse input, rather than any mouse-button input. This should properly respect operating system settings with regards to what the primary button actually is (Gedan)
  • Fixed sexiness being counted when determining if the player should gain the Energizing Libido perk when using Amazona and also through the Lumi PC Bimbo patch, removing a window of opportunity where the player could gain it and immediately lose it (Gedan)
  • Fixed Catnip moving a correct genital spot value to an incorrect value when it was already the expected value (Gedan)
  • 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)

[Public | CoC2] Bug Fixing!

Quick bugfix patch to make sure everything’s running as smooth as possible for everyone!

Backer patch coming in a couple days with some more content! 😀

Hotfix: A hotfix for the bugfix patch has been released that fixes custom icons not showing up in combat.

0.5.33 Patch Notes:

  • Hotaru now has a talk option about Tetsuya
  • Fixed a bug that caused crashes in combat if anything tried to add Psychic Resistance (most commonly Izkhanti Dress)
  • Fixed a bug that caused Odd Salve to keep swapping the Corrupted Alpha/Breeder/Matriarch perks if you were a herm
  • Fixed Driving Shot sundering for 2 turns instead of 1
  • Fixed a bug that made Kiyoko’s New Year’s and Mother’s Day events not proc after she has been freed
  • Performance improvements, especially if you use a new larger custom icon, and when using the simple combat output option
  • Doing one of Nakano’s tasks is no longer required to advance Tetsuya’s romance arc

If you like what we’re doing, consider supporting us on either Patreon or SubscribeStar! And come hang out on CoC2’s own Discord!


[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)

[Public | CoC2] Tetsuya

If you’ve ever wanted to romance and potentially get knocked up by a handsome, charming fox-boy, today’s your day!

0.5.32 Patch Notes:

  • Tetsuya, a romantically-inclined bishonen foxboy, can now be encountered in the Kitsune Den. (Written by Jstar!)
  • You can visit his home upstairs in the den after you meet him and
    • He can tell you all about your current pregnancy, if you’re pregnant
    • You can chat him up
    • You can talk with him about the den’s other denizens (heh)
    • You can pursue a romance with him via a sequence of events, or just stay friends — you’ll need to interact with him a few times to trigger it. If you get stuck, try waiting 24 hours and sleeping. Make sure to pay attention after sleeping — there’re important instructions that trigger when you wake up.
    • If you pursue a romance with him, you can bone down
    • If you bone down, he can knock you up!
    • He has scenes for playing with and feeding your fox-baby after its born.
  • Annika can train Valkyrie PCs in new solar powers!
    • You can learn Sunstrike, an at-will weapon attack, or Aurora of Vigor, a new Ult.
  • Tetsuya has new busts + a romantic confession CG

New Since Last Public Patch:

  • Lady-Champions (and those who don’t mind becoming ladies) can sign up to be a Valkyrie after talking with all of Lumia’s divine servants and getting the low-down about her holy order
  • Eira, Lumia’s courier, has been added. Help deliver the mail from Lumia’s menu to meet her. She’s got a romance and pregnancy!
  • You can take Ahmri out on a fishing trip date and, if you’re married, enjoy some new date-night sex
  • You can have a cooking-focused date with Ahmri too
  • Wings are their own TF category now, with a new reagent to support them
  • The size of custom PC portraits has been increased to 500KB
  • You can now save in dungeons! You CANNOT save in the Astral Plane, the Ways Between, and during sequences in which you play as other characters than your Champion
  • If you bad-end in a dungeon, there’s now a [Retry Dungeon] button that will take you to your last pre-dungeon checkpoint so you can’t softlock yourself if you only keep one save. That said, save often and in different slots. You should also always Save to File every now and then if you play in browser, because browsers hate save data!
  • Leofric donkey-punching you has been reworked a little
  • Buncha bug fixes!
  • New Busts: Eria, Cassidy
  • New CGs: Ahmri Date

If you like what we’re doing, consider supporting us on either Patreon or SubscribeStar! And come hang out on CoC2’s own Discord!


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