[Backers | TiTS] Turret-Shooting Waifus & Art

Ushamee fits right in with the rest of Canadia Station…

0.7.288 Changelog:

  • Artpack Released! Patreon backers can collect it on my Patreon page.
  • New type of ship weaponry: Turrets. Turrets deal roughly twice as much damage as their standard brothers but require a crew member to fire. Note not every crew member is capable of crewing a turret. Yammi and Celise, for example, aren’t much for shooting. Others might surprise you, like Mitzi… You can buy your own turrets from the Dockmaster on Tarkus.
  • New Busts (Adjatha): “The Servant”, Lurelings & Marions, Una, and Zheng Shi’s Mining Robots.
  • New Busts (Shou): Forgehound, Vark, Ushamee in Canadia, and the War Alpha from the battle for Korg’ii Hold.
  • New scene: blowing dick-having Shekka, by William.
  • Various fixes and tweaks, courtesy of Jacques00.

Did you all think I was done riding the ship parade? You were dead wrong. Turrets are a big part of making crew worthwhile, and come Uveto/Zheng, I’ll be adding an upgrade that takes up one slot but provides crew space for two (in addition to more ships with better stats).

If I get some fun modules in by tonight, I might add another small patch onto this one.


[Backers | CoC2] Elves Can Serve Many Roles in a Party…

Half of this patch is very sweet and romantic. The other half involves people being absolutely destroyed by giant dicks. Pretty much sums up the entire game, don’t it?

0.2.4 Patch Notes:

  • There’s a new combat encounter found in Hawkestone Castle — just keep going up the trail from the temple from the tutorial and check around the castle courtyard. Also your first chance to meet Baroness Carmen Revarra, a rather important future NPC. (By Gardeford)
  • Etheryn has three new sex scenes (including an oral scene by William) as well as an option to give her what she really deserves — some nice hugs and cuddles.
  • Berwyn also has a new cuddles scene. (By HugsAlright) (Coded by sniperwolfortiz)
  • New Codex: Wyld Elves
  • New Busts: Gnolls, Manticore Girl, Lupine Scout, and the Lupine Warrior.

Commission from Runingman of his OC Liara giving Etheryn what she deserves, done by Menasor.

If you want to play this patch, you can become a backer here~ <3


[Backers | TiTS] More Shipping… the Raskvel Dockmaster with Captain Steele!

I’ve got a small patch for you guys this afternoon that I hope you all enjoy!

0.7.287 Changelog:

  • The raskvel dockmaster can now be flirted with and taken to bed. Note for those packing phalli: if you see her 5-10 days after knocking her up, you can collect her panties (after she tells you how nice the eggs you gave her felt). Written by SomeKindofWizard.
  • You can now rename your ship at Vahn for 300 credits.
  • The [pc.ship] parser should now output the correct ship name (and italicize it).
  • The “getCombatName()” function should now italicize all ship names as well.
  • A failsafe check has been added to the game’s main function to properly tag ships as belonging to the PC. Some ships weren’t being initialized properly and wound up producing bugs where tamwolf and other drones would help out in space combat… somehow.
  • Various fixes and tweaks courtesy of Jacques00.

Barring any major game breakers, this will probably be the last TiTS patch for a few days. Enjoy!


[Backers | TiTS] MORE SHIP!

Jacques00’s Raskvel Dockmaster is quite pretty.

SPACESHIP!

0.7.286 Changelog:

  • New NPC on Tarkus: Raskvel Dockmaster, written by SKoW. She doesn’t have any sex scenes (yet).
  • New vessel available for purchase from the dockmaster: Moondast Gruss.
  • New ship upgrades for purchase from the dockmaster: Capacitor Bank (full energy recharge), Missile Bay (quad-shot kinetic/thermal damage), and Coil Cannon (top-end damage and energy cost, but kinetic damage).
  • New Cheat Code: “clowncar”. Allows you to fly when over the crew limit.
  • New Busts: Raskvel Dockmaster, Moondast Gruss.
  • Various tweaks and adjustments to ship shop code to support multiple vendors.

Tomorrow: more ship stuff, and perhaps some scenes for the beauty on the right. However, the hour grows late, and this whiskey insists that I stop being a productive coder ASAP.


[Backers | TiTS] Test My Ships

CoC2 got a public patch yesterday. Check it out.

Alright folks, it’s time. I’m reasonably confident (as well as I can be) that the ship systems I’ve been working on functional and bug free (as well as I can tell). It’s funny, really. I told myself this would be a quick and easy ship system, and it still wound up being far more complicated than I expected. Because there’s so much going on, I’m going to have two changelogs: one for normal content, and one detailing spaceships. EDIT: Another patch with a cheat for infinite crew usage is coming later tonight along with another ship and modules, most likely.

Amber by Jojocite.

0.7.285 Changelog:

  • It is now possible to find Shekka’s old extrameet profile and confront her about it. Written by Gardeford, coded by DrunkZombie.
  • Dr. Badger’s lab’s silicone equipment got an expansion courtesy of Natetheman223 and Kirorororo.
    • The Doll Maker can now be fixed up (once) with a similar miniquest to
      Nym-Foe.
    • Play with individual Doll Maker arms or Fight it if non-Bimbo.
    • Strange Ball (brainwashing ball) can be used from the Badger’s lab.
      Basically resets intelligence and some proportions.
    • Buy a silicone tank from Badger for the ship. Costs a lotta credits or
      decide to carry silicone for a week.
    • Combination of “Black Latex” and “Implant-tastic” perks will create
      the “True Doll” perk.
    • “True Doll” perk speeds up tightening of stretched orifices but can
      completely ignore stretching if elasticity is high enough.
    • “True Doll” increases sexiness by 5 and mentions the body being
      “plastic” in the appearance screen.
  • Fadil can now be encountered in the newly added back of Anon’s Bar and Grill. Written by Doots and coded by Lighterflud.
  • Kaede now has an extrameet profile and dating scene.
  • Mirrin’s pregnancy expansion (by SoAndSo) is now live (coded by Lighterflud).
  • Tessa got an expansion pack where you can attend a wedding with her, written by Fr0sty and coded by Lighterflud.
  • Shop vendors should now have their name and bust persist inside their shop menus.

0.7.285 Ship Stuff Changelog:

  • Pyrite Colt XLR by Jass Befrold.

    Your ship now has a full suite of stats and a system for engaging in ship combat.

    • Be aware that many ships and items may have their stats buffed/nerfed in the days to come as we get more time spent actually playing with it.
  • The first time you fly to Tarkus, you’ll stumble into a low ranking Corona Lord in orbit that you’ll need to defeat in an epic space battle! (Really it’s a simple space battle that exists to introduce the system.)
    • After encountering the Corona Lord ship battle, it can randomly occur while traveling to rush worlds.
  • You can no longer fly if you have more crewmembers than your ship can carry or more stored items than your storage can hold. (Celise does not count toward this limit since she does not require much space.)
  • Vahn has a whole suite of new functions: Selling ships, storing ships, upgrading ships, and repairing damage to your ship’s armor over time whenever it is parked in Tavros.
  • Shekka now repairs ship armor over time, though at a slower rate than Vahn.
  • New Ship Items: Machine Gun, Laser Cannon, EM Cannon, Thermal Projector, Shield Disruptor, Shield Booster, Repair Module.
  • New Ships: Casstech Z7 (enemy only), Spearhead SS, Ova’LEK, Colt XLR.
  • Many more followers can be removed from the ship now that crew count matters.
  • Please don’t fret if you can’t carry as much crew as you’d like this patch. More, higher level ships will appear on Tarkus and Uveto soonish.

“Wow, that’s a lot of shit!” you might be saying, but don’t worry, there’s more. One of the community’s writers, QuestyRobo, has a pretty engaging bimbofication & muscle gain story titled Brain Buster that you might find enjoyable.


[Public | CoC2] Consumerism! (Also Android Builds!)

Public patch time! The highlight this time is the Orc-themed dungeon from a couple patches ago, plus a new farm and a couple new NPCs!

Also of note: WE HAVE AN ANDROID DOWNLOAD! We’re still working out the kinks, so please bear with us, but they’re finally here. There are two known issues right now: Save/Load from File doesn’t work, and on some devices, the top of the screen may get cut off by the android status bar. Working to resolve them ASAP.

0.2.3 Patch Notes:

  • Hotfix: An issue causing a lot of scenes to crash has been fixed. If you downloaded a build already you’ll need to re-download.
  • Several new consumable items have been added, including small heals and weapon buffs. You can find most of them as new drops on enemies; trail rations are sold by Leorah and the Minotaur Guards. Each of the bosses (The Alraune, Matiha, and Chief Argoth) also has a new, much more powerful consumable drop.
  • You can now interact with the Alraune Herald again in the corrupted grove, assuming you dominated her mother rather than executing her. (By BubbleLord)
  • Garth will now give you a talking-to if you’ve been fooling around with his baby girl.
  • New Ranged Power: Arcane Shot. Sold by Leorah.
  • New Kiyoko-focused Dream. (written by The Observer)
  • New TF: Tanuki. Complete with perks for expanding balls and, with high Corruption, cum cascades.
  • New Busts: Marefolk Shaman, her Treant, and Slimes
  • New Illustration: Character Cards. Explains what each of the bars/icons are. Found in the mechanics Codex.

Also New Since Last Public Patch:

  • Right of Conquest, a new adventure focused on Arona and her tribe of orcs, can now be completed. Start to quest by winning or losing to Arona several times in succession. Big thanks to Wsan and Observer for helping flesh it out!
  • Ninian the Pixie Twink can now be found in the Old Forest.
  • New Location in Harvest Valley: Pupperidge Farms, staffed with a pair of futa half-lupines and their dairy cows.
  • The Codex has been unlocked along with 20-something new entries in there.
  • The Foothills has been zoned to help alleviate encounter crowding.
  • Brint can now knock up the PC.
  • Kinu has a new scene.
  • Cait has a new scene for losing to the Mercs.
  • The Lupine Archer can now be given a footjob by Dark Knight-personality PCs.
  • Shar has a new story and an appearance screen.
  • Ovilixer now can make Harpy PCs self-impregnate with eggs over time via the Oviparous perk.
  • A whole bunch of new dreams have been added.
  • Leorah now sells Level 4 Ranged powers.
  • New TFs: Goblin

What’s Coming Up Next?

To Be Coded: We’ve got another Foothills dungeon ready for code thanks to TheObserver. I’ve finished some new scenes for Etheryn. Gardeford’s Dullahan companion has just finished up being written.

In progress: I’m currently working on repeat content for the Kervus Warcamp, specifically for Hretha. I’m not any less burnt out on orcs, so it’ll be a while before Arona’s recruitment gets written. SomeKindofWizard and B! are both working on new Hornets, and Observer’s doing another dungeon, this time for Harvest Valley.

Art of the Herald is by RattlePool!

If you want to become a backer for early access to each month’s content, you can do so here!


Another Day, Another Ship Report

Spearhead SS by JassBefrold.

This morning I slogged through establishing four types of AI routines for enemy ships: Aggressive, Tactical, Defensive, and Random. Right now the differences are fairly subtle, owing to the limited moveset and lack of implemented gadgets, but they are discernible. The advantage of this is that most ship battles should be able to bank on these AI routines without having to have wholly new ones written. Any tweaks that need to be introduced for specific fights can benefit all encounters in the game (hopefully).

Then I turned my focus to coding the first ship fight into the game – a lone, low-ranking Corona Lord that’ll ambush you on your way to Tarkus in an older, smaller, Casstech Z7. Did I make it that so that I could re-use the same art as the Casstech Z14 and just scale it down? Definitely not. Perish the thought.

The fight works great and isn’t too difficult. I was able to defeat her using a stock Casstech Z14 without dipping into my armor, which is the desired outcome for making the right moves in the introductory battle. And did you know that she has sex scenes too? There’s four different loss scenes: two scenes for any genital configuration, one for male centaurs, and one for those with particularly cumbersome male endowments. (And yes, you will be able to encounter her again. Wsan made some small variations to her repeat texts that are pretty choice.)

You’d think I stopped there, but you’re wrong! After that I went to work on the user interface for buying a ship from Vahn, including a rather detailed stat comparison breakdown. Then I made it so you had five ship storage slots in the hangar for your extra ships. Then I coded another ship into the game, the Spearhead SS. Give her a gander!

Tomorrow, the plan is get the “Trade In” option working, roll out a few more ships, and make all the ship buy/sell shop stuff actually workable with other NPCs besides Vahn.


Shield Boosters & Repair Bots, Oh My!

Today has been pretty good for progress. I spent 30 minutes or so putting together some commission prompts for art to get from artists like Bashko – just like the Syri pictured at right! Yes, that Syri picture will be sliding its way into the artpack soon.

My next task was to burrow back into the ship combat systems and continue to flesh them out. Today’s project was the “Gadgets” menu, where various upgrades can be used like a PC’s special abilities. I loosely based the structure on the current combat item use, since they function in similar ways, but I had to chase down some interesting new bugs in target selection that cropped up. For example, shield boosters would continually refuse to activate, citing shields being at maximum no matter what your ship’s shields were actually at, because it was incorrectly assigning the item’s target to the PC him(her?)self.

With those smashed out, I’m pleased to report that shield boosters (1/fight shield healing), repair modules (1/fight armor healing), and shield disruptors (1/fight chance to deal 50% shield damage to enemy, based on the ship’s system stats). Note that all numbers, values, and abilities are subject to change.

The remaining things I need to tackle, in no particular order:

  • Putting together some proper AI routines with various personality “types” that can be assigned to enemy ships to control them in a fight.
  • Make sure enemy ships actually fire the full volley from their guns. (Right now only PC ships will fire their machine gun all four times.)
  • Create a new ship type for our first foe, outfit it, and implement Wsan’s finished scenes.
  • Put together the UI for comparing your current ship to a new one.
  • UI for choosing to move all upgrades to your new ship
  • UI for choosing to store or sell the ship you are replacing. (And figure out how ships will be stored/retrieved.)
  • Determine how to deal with onboard storage – all items will always be stored on your “current” ship, which means I may have to prevent liftoff if you swap from a cargo ship back to the z14 and don’t have room for you 60 guns.
  • Actually buying the new ship.

Apologies

It was brought to my attention that when I said “bigger update” in my last note, some understood that to mean a game update instead of a verbal update on the work I was doing on the ship systems. Apologies for that.

Today was not the day I wanted it to be. I didn’t truly get committed to doing the codework that needed doing until this afternoon, which meant that I was burning hard on that until this late hour (approximately 2am). Needless to say, I don’t find myself with the time I intended to have to discuss ship systems with you all. I’ll still try to cover the big bullet points for you guys. Here:

  • This ship system is not the system we were talking about months back. That was more ambitious and, frankly, probably a dev-time sinkhole.
  • Ships come with some “fixed” attachments and some free slots that can be left open for more crew space or filled by more guns and upgrades.
  • Escape is accomplished by charging up your light drive – this takes one round to charge. Should you take any electrical damage to your armor/hull before escaping, the charge is lost.
  • Weapons can be toggled on and off individually. This may be an important part of combat if you rely on high energy weapons or have a ship with weaker energy generation capabilities.
  • Ship weapons can fire single shots or bursts of up to four shots.
  • I just updated storage capacity to pull storage size from your ship’s stats. It’s still 10s across the board for the Casstech.
  • You can choose not to fire any weapons to double your ship’s energy generation for that turn.
  • You can choose to evade (and not fire) to gain a 50% evasion boost.
  • Dodging/Evasion for ships works differently than for land combat. Evasion still functions as a % miss chance, but the attacking ship’s accuracy is effectively subtracted from it. For example, you could have a ship with 120% evasion, but a craft with +60% accuracy would still hit you 40% of the time.
  • Upgrade modules that provide large boosts to one ship attribute are planned, but not yet put together.
  • Special modules are planned but not yet put together – modules that allow a once per fight shield restoration or full charge of energy, for example.
  • I intend to add ship weapons with “Turret” flags that deal slightly more than double the damage of the normal version – to compensate for the fact that you must have a free crew member to staff them (making it effectively take 2 slots).

Of course, while doing this, a number of other things have gotten cleaned up. For example, shopkeeper busts should still display while you’re viewing their inventory. Penny, Amber, and a few other NPCs have been updated to allow them to be removed from your crew and re-hired. We can’t have you getting stuck on a backwater planet because you have too much crew to fly!

Again, sorry for any confusion (and dashed hopes)! I promise, this stuff is falling into place pretty quickly. Wsan is doing a hard burn to write the smutty parts of the first ship battle, and look forward to getting it in your hands to play with.

<3 Fen


[Backers | TiTS] Xotchi Xpansion

Selected by Extremely Fair, Complete Randomness™ from the backlog with the aid of the pubbie discord server, have an expansion to Xotchi aboard Uveto station. A lot of tags needed fixing in this so it’s likely I’ve missed a few here and there.

0.7.284 Changelog:

  • Xotchi has a series of new scenes and a potential game-over to opt-into on Uveto station, focused around painplay. Written by Frogapus.
  • Bizzy has a more befitting means of leaving the porn studio at higher stages, along with some tweaks to her payouts.
  • Jacques has deployed his usual arrangement of fixes all over the place.

Fen Edit: Y’all might not have noticed, but Gedan authored the above. With that bit of credit out of the way, I wanted to let everyone know that I made some fantastic progress on getting together a basic ship system for you all. Bear in mind that none of this is live yet. Basic ship combat works in 1-on-1 encounters as well as group-on-group fights. Vahn can sell you new weapons to equip, and you can toggle weapon systems on or off each round of combat as your power budget demands. Expect a bigger update tomorrow night (if it’s a slow news day.)


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