XaiJu
anonynn
anonynn

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AMS 0.34D-MidMonth Beta + New Patrons + Poll Results

Hello everyone!

I'm so sorry about the delay of the release. It was supposed to be out yesterday but I wasn't feeling one of the new sex scenes, so I wanted to rewrite it from scratch today. Plus, I needed some time to double check fixes and all that.

Also, if I don't seem my normal chipper self, I promise I am, this is just the toned down exhausted version (I'm heading straight to bed after this). @_@

New Patrons:

Before jumping into details though, let's see the patrons that I'm proudly dedicating this release to! ^_^ Please give a warm welcome and a thank-you to these following individuals (if you have the time) as it's people like them that make working on the game even possible.

Kurokochi
Jack F.
Artusic
William P.
Hans


With that said, I sincerely thank you all of you out there for your donations, my family and I are humbled by your continued support. I hope that I can continue to inspire such generosity through hard-work and dedication as a developer.

Also, if you haven't, please take a moment and come talk to me. I like it when people say hi.

If any of you need to get in contact with me as well for any reason whatsoever, you can find all of my contact information on the front page of the Patreon but if you need those links again...here they are. Please, don't hesitate to ask questions or to share a little bit about yourself when you're ready.  

EMAIL:
Anonymousynn@gmail.com

Public Discord:
https://discord.gg/y3V4hbN

Twitter:
https://twitter.com/Anonynn1
#AMSGame
#Apocamorphosis

Blog:
http://anonymousynn.blogspot.com

SubscribeStar:
https://subscribestar.adult/apocamorphosis

And if you need anything at all, I'm available pretty much all the time as I have multiple devices to keep in contact with all of you. To the current donators, you should have already received your Benefits Emails. If you haven't, please let me know immediately so I can get those to you. Happy to do it!

Poll Result:
The people have spoken! And the top two winners of the Poll are:
1) Item, Transformation and Clothing Remasters

2) Original Plan:  Complete the 10+ travel events, go back and remaster items and clothing, revamp the transformations (close out Chapter 1) and then create all the known enemies for Chapter 2.

This means that next month, all I'll be working on is Item Remasters, Transformation Restructuring and Clothing Remasters until they are finished. And then the month after or depending on how fast I get those done, I'll continue with Chapter 2 events and go on with the original plan.

For the remainder of this month, I'm going to finish up the second event: "Shadows in the Trees". It should prove to be rather quick. From there, I may get an early start on the transformation items as I want to include several new ones that I've written but haven't had the time to code.

ChangeLog:

v0.34D- Midmonth Beta

Bug Fixes/Changes

- I have fixed the size of Nieva's picture :) It was a liiiiittle too big. Sorry about not catching that.

- I have increased the game's basic font size from 11 to 12. Hopefully that helps a bit with people who have trouble reading the smaller text. 12 is pretty standard print but if it proves to be too big, I may have to reduce it once more. 

- I have changed the game font from Palintino Linotype to Times New Roman. It might make everything easier to read ^_^

- I have modifed/rewritten several areas of the in-game 'Help Guide' so that's it completely up-to-date with the current interation of the game. The biggest overhaul has been to the Rest Command obviously since it was recently remastered. Another big change was to the Weather-Seasons-Time of Day-Locations option. I've added Seasons to it and reorganized the information. I might add the Skill-Tree Tiers in the next update as well. 

- I have increased the opening dialogue crawl from 80ms to 125ms. 

- I have removed two variables from the game that weren't really contributing anything and I figured out better ways to go about implementing these particular aspects. One was regarding whether or not you could Rest and use the Trap Command to go fishing. And the second was about indicating whether a room was labeled as a watersource. Pretty useless since if I want to create a water source, I will add it to a room. The more objects to interact with, the better. 

- Fixed this error with the Rest Command, Shelter Category, {color:ivory:Then again, you could change your mind and go do something else entirely if you desire. <--- just a missing bracket

- Fixed this error with the Rest Command, Shelter Category, {if game.ndcyle=3: even more so right now in the middle of the night}. 

- Fixed an error with the Rest Command, Construct a Rain Catch Category not showing up at all. 

- Fixed an error with the Rest Command, Scavenge for Supplies Category: Error running script: Error compiling expression 'aaleahyascav = True': Unknown object or variable 'aaleahyascav' 

- Fixed an error with the Rest Command, Build a Fire Category. It wasn't displaying text like it should be.

- Fixed an error with the Rest Command, Build A Trap Category where text was not properly showing up as it's supposed to when choosing certain options. 

- Fixed an error with the Rest Command, Scavenge for Supplies Category where the game thinks that Aaleahya is with you even when she is not. 

- Fixed this error: Error running script: Function not found: 'NightTravelWT'  -- when trying to travel at night. This was some old code on the unfinished rooms in Chapter 2. 

- Fixed an error where you couldn't move back East after moving West (from the Winding Wood to the Rocky Cliffsides, and then back to the Winding Wood) in Chapter 2. 

- Companions can now recover anywhere between 1-3 Health if you do not send them off with the Rest Command, Scavenge Supplies Category in Chapter 2. 

- Fixed this bracket area in the Rest Command, Scavenge Supplies Category: {once:{color:crimson:Warning}:

- I cleaned up some of the code for the Rest Command, obviously the first time through I missed a couple of small things but that should all be taken care of now. It works as intended but that doesn't mean I haven't missed something. If you see an error or something wonky, please report it so I can take care of it. 

- Fixed the Waterhole not displaying it's Verbs properly in both Summer and Winter Seasons. 

- I have reduced the sheer size of all the music in the game greatly reduced the file sizes of each (which means less load times for Quest). This should shrink the game size down as well. My ultimate goal being to upload the game back on the Quest Website so Mac users can play once more but it'll take time to compress images/music one by one.  


Game Expansion

- Event: "Warrior Memory Loss" has been written and is fully coded into the game. You can encounter this event by heading EAST from the Winding Wood room of Chapter 2 in any scenario toward the Rocky Cliffsides.  14500 words. 

- Event: "Shadows in the Trees" has been written but is not coded into the game yet. 

- Event: "Robbery" has been mostly written but is not coded into the game yet. 

- I've begun writing for another Event called "Cabin". This event is at the beginning stages of description.  

- New Blow Job Sex Scene Submissive/Dominant Variations. 


Travel

Chapter 2: The Pebble and the Pond

Event 1: The Warrior's Memory Loss

Location: ROCKY CLIFFSIDES  (EAST)

Summary: You can choose to investigate the sounds of struggle...

[STAT/STORY SPOILERS]

Season, Weather, Time of Day Variables

INVESTIGATE

YES

TIRE OUT

INTRODUCE YOURSELF

Event Ends.

-5 Corruption

+3 Resist

+1 Intelligence

COME ONTO HIM

Event Ends.

Dominant Mood based

Sexy:

GO THROUGH WITH IT

Blow Job Sex Scene Submissive/Dominant Variants

+3 Resist

+2 Sexy Dominant Mood Point

+ New Quest: The Knight's Medallion

NO, BACK Out

No Sex.

+3 Resist

Sympathy:

No Sex. 

-5 Health

+2 Resist

-3 Corruption

Sarcasm:

No Sex. 

Fight Ensues. (knight stats below)

Serious:

No Sex.

+3 Resist

-2 Health

-3 Corruption

THREATEN HIM

Dominant Mood Based. 

Sexy/Sarcasm/Serious Moods - knight battle. 

Sympathy Mood - No fight. +1 Resist. 

LEAVE

Event Ends. 

+1 Resist. 

LEAVE

Events Ends: +1 Resist. 

APPROACH ANYWAY

Event Ends. 

Dominant Mood Based.

1) If Resist greater than 0

-5 Resist

-10 Health

-5 Corruption

2) If Resist is 0. 

-10 Health

-3 Maximum Health

-5 Corruption. 

NO

Event Ends.

Gains/Loses Nothing. 

[/STAT/STORY SPOILERS]

Event 2: The Shadow In The Trees

Location: EAST BYWAY (SOUTHEAST)

Summary: As you walk along you suddenly notice that the entire area of forest around you has become abnormally quiet. Upon glancing up, you see a pair of gleaming eyes watching you from the trees...How will you react? Is this perhaps a second companion or an enemy watching you from the shadows and waiting to strike...
NOT CODED

Event 3: The Robbery

Location: MIDDLE FORK (SOUTH)

Summary: As you trudge through the forest, you suddenly hear a call for help. Could this possibly be a trap, or perhaps a person in distress? Depending on several variables you can investigate this scene or ignore it entirely. Will you report it to the guards later on? Or will you leave the person or people to their fate? Be careful because danger lurks around every corner.
NOT CODED

Patreon/Patron/SubcscribeStar/Twitter

- Added Artusic to the Help Guide, Thank You Page. I appreciate your donation! Thank you so much! :D Hope we get to talk more. 


Other

- I have created the skeleton code for the Major Room Events in the following rooms of Chapter 2: 

East Byway

Warrior - Completed

Escapee

((Zombie))

Rocky Cliffsides

Shadow

Alaraune

((GRaid))

Middle Fork

Robbery

Old Hag

((Religious))

Canopy Pass

Abandoned

Scientist

((Bee-Taur))

Hyhot Pass

Rockslide

Drider

((Goblin))

*My idea is to get at least 2 Major Events written and coded for every room before moving onto the next set of rooms beyond the first six of Chapter 2. The Major Events in parenthesis will come later on or as extras when I have extra time (for example, lying down and unable to sleep or needing to break up what I'm working on). So, ideally the end goal is to have 3 Major Events for every Event Room.*

- The Rocky Cliffsides of Chapter 2 has recieved a description revamp and a general description revamp that now includes all Weather and Seasonal patterns for all Times of Day. This will hopefully help the room feel alive. I've also done my best to blend in the Warrior Event into arriving into this room. This means essentially you enter the room, you get a lay out of the area and then the Warrior Event starts (or one of the others once they are written). Concluding the event or leaving it prematurely will place the player, back into the Rocky Cliffsides (or the corresponding rooms for the other events). 

- I have completely revamped the Enemy Creation scripts. Originally, I had Monster type, Zombie type and then Male/Female types all of which were separate and would be inherited by monsters created in game. BUT that was only for that one type of Monster. You can imagine how difficult it was to create a Monster in that format. So what I did was I eliminated the Zombie type and added all of the prerequisites from it to the Monster type. From there, I created a Male/Female Human type --- which means all they had to inherit was the Monster type. After that, I completely adjusted all of the Male/Female script dictionaries and string dictionaries so that when I create a Male/Female human enemy character they will have randomized descriptions and weapons. I also adjusted their attack scripts but haven't done so for the Player's Attacks yet. But yeah, I just made it like 90% easier to create different enemy types and it should be fairly quick and easy (about an hour) of adjusting for all the different races in game. 

I did this in the wake of creating the knight as an enemy and realized I still have to do this for the Cow-Taur race since we have a Minotaur in the game that rarely gets seen by the Player. But anyway! Super exciting!

- New Enemy added: Strange Knight. You will encounter this Enemy if you provoke the knight during the Rocky Cliffsides "Warrior Memory Loss" Event. He's incredibly tough and all of the following information is halved because he's completely exhausted during the encounter. Obviously, the Noble Difficulty version of him is the canon version. 

Regular Difficulty

Attack: 10 damage per attack. 

Health: 150

Defense: 1

Lust: 0

Noble Difficulty 

Attack: 15 damage per attack. 

Health: 300

Defense: 1

Lust: 0

Special Attacks- The knight's two special attacks are based on chance. Here's are variables that affect the chances of these attacks successfully proccing. He starts off with a base success of 80%. The first thing taken into account is Player Agility; Agility between 41-50 = -45%, 40-31 = -35%, 30-21 = -25%, 20-11 = -15% and 10-1 = -5%. Next, Player Specialities are taken into account; Warrior At Heart and Dancer Specialities will take away -10%. And then Player Backgrounds are taken into account; Tavern Bouncer, Thief and Guardsman will subtract another -10%. 

If the chances proc successfully, then it's a 50% chance which of the knight's special abilities will be chosen; Tire Out or Backhand.

Tired Out: If the knight's special attack chances fail to proc, this ability is automatically chosen, in which the knight will display extreme fatigue and will essentially forfeit his turn, meaning the Player in this instance gets a free attack. This ability does no damage and has no debuffs. 

Backhand: This ability is a powerful attack that can still be dodged depending on the Player's stats but if it strikes the Player, they will lose -20 Health instantly in Noble Difficulty but only -10 Health in Regular Difficulty. However, if you have the Badass Tank speciality or 3 Defense or better, you will automatically gain +5 Health back. 

Like with all enemies, the Player is free to run away at anytime they see fit. However, in this particular instance, the knight will disappear if you leave the area and try to come back later. This is because it's assumed he wanders off (in the six hour timespan between coming and going), much like how he was when the Player first encounters him. 


Enjoy the update! Let me know if there are any problems! :D

Anonynn. 



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