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)
Did the Zaika Gangers ever get enabled for the Public?
Not quite yet, but soon.
Syri-gaming is still bugged unfortunately, I go through the tournament like normal but then when she shows up again she acts like she hasn’t done the tournament and there’s no Gaming option either.
Still doing the same issue in the new version
I’ve tried with Reaha as both crew and nursery staff, and have not seen an option to access any content relating to Reaha at Bizzy’s studio. Is there a hint as to how to trigger it?
Bizzy needs to have big bazonkas. You will find Reaha in the ‘special features’ section.
Shucks. I don’t like that path; I dislike “breaking” people. So I guess I’m SOL.
You don’t break her if you go down the middle path, which is where these scenes are, you just give her what she wants. Whether it’s what she needs is for the player to decide.
The game breaks if I try to enter Gabtown on Dhaal
Elaborate – how does it break? All of my test saves are working fine with Gabtown.
It gives me this message
Message:
Button config for a button called Linebreaker Universal Combat Kit may have an erroneus argument left over from Actionscript!
Stack:
TiTSException: Button config for a button called Linebreaker Universal Combat Kit may have an erroneus argument left over from Actionscript!
at r (https://www.fenoxo.com/play/TiTS/release/main.76b6dc8e.js:1:9786232)
at e.value (https://www.fenoxo.com/play/TiTS/release/main.76b6dc8e.js:1:17230843)
at window.addItemButton (https://www.fenoxo.com/play/TiTS/release/main.76b6dc8e.js:1:30288330)
at window.gabTownTradeEvent (https://www.fenoxo.com/play/TiTS/release/content_dhaal.bf78b201.js:1:5841124)
at mC (https://www.fenoxo.com/play/TiTS/release/content_dhaal.bf78b201.js:1:5969567)
at W.runOnEnter (https://www.fenoxo.com/play/TiTS/release/content_dhaal.bf78b201.js:1:6006443)
at Xb (https://www.fenoxo.com/play/TiTS/release/main.76b6dc8e.js:1:17659258)
at window.moveToRoom (https://www.fenoxo.com/play/TiTS/release/main.76b6dc8e.js:1:10499887)
at e.value (https://www.fenoxo.com/play/TiTS/release/main.76b6dc8e.js:1:17282186)
at Object.freeze.s.FUNCTIONS (https://www.fenoxo.com/play/TiTS/release/main.76b6dc8e.js:1:30963946)
Is this still happening on 0.9.040? I updated again explicitly to fix this and shove more content in.
It’s fixed now
It gives a critical error message for me every time I try to go west, east or south at the entrance to Gabtown.
Critical error relating to “Chameleon Armor” button of some sort.
Also getting this crash. Only happens after I have cleared the Dhaal main quest.
How do you repeat the Kaede extrameet?
Wait 30 days which is awful with the time skip cheat removed
Ah, I was hoping there’s would be Tarratch Slavers made public…
So, maybe it’s just my phone, but the apk seems to not be working
It downloads but doesn’t install
Wow, Reaha content. Been so long.
Can you provide an option for the old directional pad to navigate the maps? On mobile the mini map is microscopic and is incredibly difficult to select the adjacent rooms. It’s frustratingly unplayable the way it is now.
I’m going to sledge hours over the weekend into improving the experience explicitly for mobile + small displays.
I…really don’t like the new location of the movement controls and how tiny the map is, and it seems like there’s not an option to change it. It’s much less fluid, and it seems pointless to not have the direction controls where the interaction buttons and all are because most of the time on a map, you won’t have any other interactions anyway.
Yeah, this 100%. Makes playing on mobile that much more of a hassle
Agree on this, the previous UI was infinitely more preferable because you could look at both the map and images- otherwise you have to choose squinting at the map or squinting at the images, or switching between the two every time you want to interact or move around the map.
Also the map’s highlighted WASD movement zones cause clutter just to highlight that we can use WASD to move around lol.
Could there be an option to use the previous UI?
Even when there IS an interaction, I prefer to have the navigation controls there on the larger buttons. Making them these tiny clicks way off to the side on a tiny tiny map is just not very aesthetically pleasing or useful. Yeah, you can use WASD, but for this particular game that’s not very useful. It’s more of a first/third person game kind of thing, not text based. If there was an option whether or not to use this new setup, sure, but there isn’t.
Exactly this. It’s also extremely inconvenient for mobile, since the buttons are even smaller on a phone or tablet screen.
Yea the new mobile controls are pretty bad
Even on PC it’s janky and a pain in the backside.
Since you made the gang public, how do you encounter them? I’ve gone all over the gyre and haven’t encountered them once.
The random chance does seem to be a little low, but I’ve gone in to confirm that they’re in the public build. Just have to wander a bit more
that new lady looks amazing, the drawing looks great! Great work! is Phandera going to be a square area with different events in different sections or will it expand?
also, there are times the nuka blowjob will appear and other times it will not. I don’t know if that is a bug or not.
Yay progress! Thank the Emperor!
The myr venom scene with the Kui-Tan Lt. is still bugged.
Text in scenes so long that the scrollbar comes up is bleeding down into my buttons, sometimes the text at the end gets cut off by actual buttons, surprised I haven’t seen anyone else report this as it only started after I updated to the newest version
The text on long scenes is blocked by the top of the buttons.
I’ve had this problem too
0.9.041 seems to have broken the text scrolling for me, if any page is long enough to scroll through, it cuts off the last four or so lines at the bottom of the screen, and changing font size, line height, and toggling fullscreen doesn’t do anything to fix it. Was working fine a few days ago, never seen this before.
Having the same problem, don’t know if it’s new to 0.9.041 since I just updated after a while.
Problem seems to be that the buttons are overlapping with the window; I can read some words between them.
Yes this is happening to me as well. Full screen makes no different
same I even tried to make the letters smaller
I just want to say thank you to all involved in making the mac build a reality. Everyone who will make use of the mac builds, including myself, appreciate it even if only a hand full of us ever pipe up to let you know!
You are truly gods among men! May your gold never lose it’s luster and may your jewels never cease to sparkle!
As of v0.9.039-Public-Android the new Hud display and controls are far too small to comfortably or accurately use on my phone and they partially obscure the map.
I understand the need/desire to have all the information on the screen but the limited space makes it subtract from the usability for Mobile devices.
I would like to suggest an option to toggle what is displayed on the screen or at least an option to switch between two different layouts; The new one as of v0.9.039-Public-Android or the older one pre 0.9.039, or have a a different layout completely for PC and Mobile Separately.