Lotta work going on in the background right now, a lot of hands in many places prepping big content drops. The train dungeon implementation is coming along as remaining content documents get dropped in my lap, it’s gonna be a few more weeks before it’s all handed over to us with the original submission deadline for all the components being the end of November, and then I have Jolly Fun Good Times cooking up and implementing the combat for all of the enemies in there.
I’m finally shoving the species-preference selection out of the door. I was dragging my feet on doing this because it doesn’t yet always fully account for various special overloads that the current system can generate; all that shows up in the menus are the root species type names, and none of the extra fluff that has built up over time. I kept meaning to spend a couple of hours getting into it but there is a million other things to get done that has kept pulling me away from dedicating the time it needs to doing the needful. Instead, I’m trusting that there will be a great many reports coming our way that something isn’t available or doesn’t quite work, and that’ll put the fire under me to fix it up bit by bit.
In the interrim between more things to plug into the dungeon I’ve been sketching out something I wanna write that’ll give me an excuse to plough into a bunch of ship combat stuff. I’ve got a bunch of new gadgets racked up for provisional implementation that will add a lot of dynamic options to ship combat encounters and they lean heavily into the idea of vastly increasing damage output as long as the conditions are right – and conversely, providing enemy ships with new and fun ways to clown on you unless you counter them appropriately. The goal is to make ship combat much faster as long as you’re paying attention and have equipped your ship properly for a kind of Rock-Paper-Scissors of doing the right things at the right times. Part of the plan has been rolled out in this patch, but it’s more background stuff – it will have no immediate effect on things, but it will make the coming modifications easier to isolate to only Ship combat and thus leave less opportunity to goof up regular ground combat when the gadgets go in.
And they’ll get delivered by a pair of space dragon pirates making Steele the meat in a scale sandwhich 🙂
Back 2 da mines
0.9.081 Changelog:
- BACKER: “A Dream of Clussy” has been added to the list of dreams. It can trigger after having played at least 3 hands of blackjack. (Fr0sty & Jacques)
- PUBLIC: The hardlight nagasuit was released last week, earlier than we had intended. But now I’m putting it in the patch notes to make it clear that it’s staying public! It’s in the same location as hardlight taursuit, which can be found in the Tarkus wastes after taking the taursuit. (Sil the Dragon Lover & Fenoxo)
- PUBLIC: Remaining halloween content that was backer-only is now public.
- PUBLIC: Treat the Tricks – Halloween event on New Texas that can be randomly encountered. (HatTrick3010 & Leek)
- PUBLIC: Neil & Selene Halloween – A couple of extra scenes available for spookoween! (Magenta Needle & Fenoxo)
- PUBLIC: Flurry is now available on Uveto. To get the ball rolling, you’ll need at least 3 kips with “Frosty” or whatever you have personally named her. You should get an email when taking the Uveto space elevator if conditions are right. (B & Leek)
- PUBLIC: Werewolf Costume, a new costume for Poe A, everybody’s favorite Halloween-themed transformative rave event! (Doots & Leek)
- PUBLIC: New stories from Carol. J have been added as rare loot drops from Phaedra. Lookout for Thotocracy and First Day on the Job! (Carol.J & Fenoxo)
- Added species-preference selection. This is still a work in progress and will likely require further tweaks, but there is now a method to select a preferred species available under the Appearance menus. This will allow you to pick from a list of high-scoring species values that your character exhibits and will override the automatic selection as long as what you’ve picked remains highly ranked. This should allow us to endrun around needing hyper-specific scoring differences between almost identical species, providing flexibility for you to just pick what you prefer as long as you’re close enough. There are probably still some overrides and other weird things that were propping up the fully automatic system that we will need to work around to expose certain things as options to this menu, but I have no doubt we’ll find out about them very soon. (Gedan)
- Added a warning when loading saves made in a newer version of the game in an older version of the game – you can still attempt the load, but it will make it clear that there may be issues ahead, such as missing item classes etc. There’s been a spate recently of attempts to load saves made in versions released in the last few weeks in versions of the game nearly a year old, and it made me realise that we didn’t actually have any kind of warning implemented to cover this eventuality. (Gedan)
- Added the Nova threesomes, Federation Quest and Kaede on Canadia to the encounter log. (Jacques)
- Added Hellhound as a special species variant name. (Jacques)
- Added small increments of Bothrioc addiction to some Bothrioc-involved scenes. (Jacques)
- Added specific handling for Goo Hair to hair descriptions. (Jacques)
- Added implants to the stats and inventory displays. (Jacques)
- Adjusted landing from various forms of flight in combat so it is now a free action. (Jacques)
- Adjusted the mechanics behind Zaika boobgrowth, documenting the exact means that this should function. (Fenoxo)
- Adjusted Cum High to be a cumulative and consistent effect, and is tracked as a progression stat. (Jacques)
- Adjusted how the evasion cap is communicated. (Jacques)
- Adjusted a great many calls throughout combat code that check for specific status effects to use shared implementations of these checks to ensure consistency. (Jacques)
- Adjusted how Ship and Ground combat are implemented to divorce the two implementations into different manager classes, allowing for greater flexibility in the future. (lowercase_donkey)
- Adjusted crewmember sleep with selection to better output the results. (Jacques)
- Adjusted Venus Pot to function as an energy replinishing item. (Jacques)
- Fixed incorrect description of the advanced combat quarters. (Jacques)
- Fixed how soreness reductions are calculated so that it should properly scale with the amount of time rested. (Jacques)
- Fixed inconsistencies with a bunch of combat status effect tooltips. (Jacques)
- Fixed Gryvain species scoring so it should no longer be possible to end up stuck as a half-gryvain. (Jacques)
- Fixed Medical Milkers breaking an internal breast rating value which allowed them to reduce effect breast size. (Jacques)
- Fixed the gravity flux trip effect not applying to flying enemies to remove their flight effect. (Jacques)
- Fixed some inconsistencies with the combat defeat handling rountines designed to determine how a target was defeated. (Jacques)
- Fixed a static NPC icon on the map on Myrellion for Steph Irson. (Jacques)
- Fixed inconsistencies when leaving the Nuka Psyker. (Jacques)
- Fixed resistances disappearing from the codex. (Jacques)
- Fixed a lot of inconsistencies with game stats display. (lowercase_donkey)
- Fixed the Flash Grenade consumables not being consistent with the Flash Grenade class ability, including special interactions. (Jacques)
- Fixed stagger immunity not working for all enemies that use it. (Jacques)
- Fixed Roz’s attacks not taking flying into consideration. (Jacques)
- Fixed Frostwyrm species scoring not including the tongue. (lowercase_donkey)
- Fixed an error with an attack used by Kane causing it to not apply the correct damage. (lowercase_donkey)
- Fixed some specific crotch descriptions including an article incorrect. (lowercase_donkey)
- Fixed Mind Crush stunning robots. (Jacques)
- Fixed the shield defense systems activating prematurely. (Jacques)
- Fixed Airtight not properly functioning against Zaika effects, negating the non-physical parts of tease attacks. (Jacques)
- Fixed the Milk Theif tail-trib scene so that it correctly only works with parasitic-type tail genitals. (Jacques)
- Fixed the field surgeons kit so that it actually works in combat. (Jacques)
- Fixed some combinatorial selection issues with Quinn’s busts. (lowercase_donkey)
- Fixed some issues with EMP weapons, making them function more consistently against Robots/Cyborgs and enemies with shields. (Jacques)
- Fixed a potential crash with GooArmor cleanup post-combat, when attempting to handle the Reduced Goo effect. (Gedan)
- Fixed some ship stat output inconsistencies. (Jacques)
- Fixed the work in progress train dungeon rooms from appearing in the cheat teleport menu. These rooms are still heavily work in progress, and the content that would drive them doesn’t make it into the game builds so it’s just gonna crash if you do manage to get into them. (Gedan)
- Fixed a huge fat pile of typos, including quotation and spacing consistency issues. (Jacques)