Tag: TiTS

Public TiTS Patch: Soon

Hey guys, I wanted to finish this massive blowjob scene I’ve been writing today and get a new public patch out for you all. That didn’t happen for a number of reasons that boil down to dealing with some moderation and drama on the discord server that may lead to me consolidating some channels down and implementing stricter rules and moderation in the future. I’m not 100% sure, but I know better than to try to set policy while I’m in conflict-mode.

Despite that, I got payroll done, handled some state paperwork that needed doing because of where one of our team lives, did a few hours of manual labor, wrote 2500 words of snake blowjobbing with 7 cumshot variants, and took a nice 40 minute walk at sunset.

I’d like to have the patch out tomorrow, but I will be awoken ~3ish hours earlier than normal, and writing on low sleep tends to be slower and of lower quality. I’ll keep you posted.


[Backers | TiTS] Focalor the Fair & Synphia the… Someday Sinful?

DCL’s take on the slavebreaker is as gorgeous as any I’ve seen.

Today’s patch is mostly ship-focused, though I do intend to write at least one scene for Synphia to get back into the writing groove. The patch notes look long, but that’s only because I gave each item a bullet point. <3!

0.7.289 Changelog:

  • New NPC on Uveto: Synphia the Slyveren Mechanic. She sells new ship upgrades!
  • New Module: Shield Vampire! This item attempts to steal a large volume of shields from an enemy vessel.
  • New Module: Capacitor Vampire! This item attempts to plunder an enemy ship’s energy reserves.
  • New Module: Advanced Crew Quarters! This item, while installed, should allow for two crew members to be housed here.
  • New Module: Auxiliary Thrusters! This item provides a constant increase to thrust.
  • New Module: Thrust Vectoring System! This item provides a constant boost to agility.
  • New Module: Hardened Systems! This item increases your vessel’s system strength.
  • New Module: Heavy Armor! This item increases the damage reduction of its armor by 25.
  • New Module: Power Core Tuner! This item increases your energy generated per turn!
  • New Module: Redundant Plating! This item increases your ship’s armor by 1000.
  • New Module: Sensor Suite! This item increases your ship’s sensors significantly.
  • New Module: Shield Upgrade! This module provides an additional 1,000 shields.
  • New Module: Tuned Emitters! This module increases your shield’s damage reduction by 20.
  • New NPC on Myrellion: Focalor the Fair! This lovable little Tove has some great ships available for great prices!
  • New Ship: Clydesdale K7! This Steeletech-manufactured freighter has low stats but tons of room for crew and upgrades!
  • New Ship: MSXI! This shield tanking ship is slow but packs strong electronics and decent cargo space.
  • New Ship: Sledgehammer Mk II! This battle-geared vessel’s only weaknesses are a lack of crew spots and weak sensors.
  • Ship recovery modules have been buffed.
  • New Bust: Breedwell Matron.
  • New Space Battle: Attempting to guess an incorrect password for Zheng Shi now lands you in a space battle! Try not to die.
  • Fixed shields, shield defense, and defense being incorrectly calculated for ships.
  • Fixed ship accuracy and avoidance stats from not being properly applied in combat.

[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 | 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.


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.)


[BACKER | TITS] Busy Bizzy

First backer patch of the month o’clock.

Gunning for a rapid-fire month this month I think.

0.7.283 Changelog:

  • Bizzy the Kitty Camgirl has been added. You’ll get a message from her as long as you’ve unlocked Zeng Shi and have deep pockets. Written by Nonesuch.
  • DrunkZombie has built us a cool modular storage system that is available in a couple of different places for you to stash various types of gear in. This touched some save code, and I’ve given it a good eyeballing and a test but you should absolutely consider keeping backup saves for the short term in case we’ve missed something!
  • Jacques has delivered his usual assortment of typo fixes and tweaks all over the place.

Files should be up as soon as Buildbro gets done!


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