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anonynn

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AMS v0.34B Update + New Patrons + News

Hey everyone :D 

I hope you've all been having a wonderful month and if not, well, I'm always around to talk if you need it (and no, it doesn't need to be about the game)!

Anyway, let's stop the dilly-dally and get on with this update. 

Patrons:------------------------
So before announcing who the new people are and hazing them. Bwahah! I need to remind everyone as per discussed in the last two discussion posts/updates, this month the game is moving from $1 for the newest version to $3 and $5 and above will get Mid-Month Beta Releases. Previous versions will still be free.

If you need to discuss this with me, please do so by all means.

Anyway! Let's meet the newbies since we don't have any returning Patrons this month. Please give a warm welcome to the following individuals and let's keep the hazing to a minimum! ^_~  

Newbies: Dragonin, Samuel P., Duncan F., Nathaniel K. and Fenrir22

Welcome welcome welcome! 

First off, as always, I want to personally thank you for your contributions/donations toward the game's development. Without people like you, I couldn't spend so much of my day developing and writing, so for that, my family and I thank you from the bottom of our hearts. Thank you!

With that said, if you absolutely need anything at all, please don't hesitate to contact me, especially if you are alone around the holiday seasons. You can get in touch in a variety of ways. See below...

EMAIL:
Anonymousynn@gmail.com

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

Twitter:
https://twitter.com/Anonynn1

Blog:
http://anonymousynn.blogspot.com

SubscribeStar:
https://subscribestar.adult/apocamorphosis 


All of these are also found on the game's front page of Patreon as well ^_^

Also, if you are waiting for your codes, I should be sending out the Benefit Emails tomorrow at some point. It will contain all the codes and explanations on how to use them, as well as everything that your donation came with. Keep in mind, Patreon itself controls declined payments and all that jazz, so if something hasn't been processed, it might not allow you access to the download links, etc. If you have any problems just let me know and I'll do my best to help you.

Anyway, thank you all again for your generosity. It is very much appreciated. And thank you for believing enough in the game to donate toward it's continued development. :D

News:------------------------
*I haven't been able to find a secondary programmer yet to help fix up and update the Save/Load System. I have sent messages to numerous programmers though and am waiting to hear back from them. I'll continue the search until we find a trustworthy one who has the time/commitment needed for AMS. Just hold onto your butts for the time being, you guys will know something the moment I do. 

*In other news, I have commissioned another piece of music from Studio Cafafo. It will be the Whispering Thicket's main ambient theme! I can't wait to see what they develop and I can't wait for you all to hear it as well!

*Because of my vacation (first one ever) earlier this month, I lost about a week and a half toward development---I don't think it hindered things too much but keep in mind that I will be moving sometime this month and have been looking for work in the new cities we plan to live in. Until the game makes enough to support me full-time this is a necessary evil we'll have to deal with. x) 

I think that's about it regarding the major news. Now, let's get onto the changelog for this update. If you are confused about anything in it, please contact me

 AMS v0.34B ChangeLog:------------------------  
Bug Fixes/Changes
- I've rewritten the main Waterhole room description so it's more race friendly and a little less clunky. I've also added in Weather/Season effects to help with continuity and immersion (since it didn't have Weather/Season effects before). The arrival scripts have been slightly changed as well to reflect the newly implemented (to that room) Weather/Season scripts. I've adjusted the Search percentages for that room as well so now they correctly have an even chance. The Waterhole, Dirty Pond, Fill Container verb, the Drink verb and the Wade and Bathe verbs will no longer show up in the Winter Seasons either. In the Winter Season, a new verb 'Settle in the Snow' will replace Wade and Bathe; which will take Dominant Mood, Weight, Lust, Horny and Nakedness into account. TOD in that room has been statically set to Early Afternoon as well. Doing this will allow me to finally write the different directions the Player can go when leaving the Caravan and once I complete the Day/Night travel scripts, I'll add it to each of them. 

- I've reworked all of the Exits/Directions and their descriptions in the Winding Wood so now they correctly correspond to the new room reworks and Exits.
The West Byway has become the East Byway
The Hyhot Steppes has become Hyhot Pass
Old Canopy Road has become Canopy Pass
Whispering Wood 2 has become the Rocky Cliffsides
Vaughan Pass has become the Middle Fork
Whispering Wood 3 has become completely deleted. 

This is because I've reworked the Whispering Thicket Map so that it more directly reflects the shape of the main Auvora Map. ^_^

- To lessen the strain on Quest when trying to load the gigantic Rest Command script; I've broken even single script into it's own separate function. This will help reduce errors, help me catch errors more easily if any crop up and will speed up the response/load time once that Command is called. It should be a significant improvement. 

- To lessen the strain on Quest when trying to load the huge Day/Night Travel Mini-Events and the general Room Events which will be giant in their own rights. Like, the Rest Command, I've broken even single Event Script into it's own separate function. This will help reduce errors, help me catch errors more easily (if any crop up) and will speed up the response/load time once that Command is called. It should be a significant improvement. 

- Rabbit Meat has become Generic Meat. And instead of restoring between 1-3 Health, consuming it now restores between 5-10 (meaning food and water can be sustainable sources of Health). I wanted to move away from specifically named meat so that I can use this meat in a variety of locations without needing to suspend one's disbelief about finding a specific animal in a specific place. Plus, this allows the Player to use their imagination. In addition, increasing the amount of Health you get from this meat makes it extremely viable to collect during Trapping, especially when Health Potions are scarce. 

- I've removed all types of Meat from the game except for two types: Generic Meat and Quality Meat. (I may add fish in there too eventually but I want it to be separate from the Rest Command).

Game Expansion
- New Caravan NPC named, Devin Kraninski. See details in "Other". 

- The 5 rooms; The East Byway, Hyhot Pass, Canopy Pass, Middle Fork and the Rocky Cliffsides surrounding the Winding Wood in the Whispering Thicket of Chapter 2 have been renamed and their directional Exits reworked. The Winding Wood description of these Exits now match the rooms and the new Whispering Thicket Map as well.  

- DayNight Travel general descriptions in the Whispering Thicket have been completed for all TOD and Weather/Season scenarios. The only section that still needs work is the Nighttime Travel General Description. 

-Most sections of the Rest Command has been revamped/rewritten/recoded and now accounts for all TOD/Weather/Seasons. The only one that still needs a little work is the Build a Shelter Scenario and the Scavenge Scenario.

Travel
- Remastered the Rest Command as it was in need of a slight/minor update (there is still one little section to go). 

- I've rewritten the Regular Day/Night Travel Function's general description to include; Morning, Afternoon, Evening time of day's in accordance to all seasons, including: Spring, Summer, Fall and Winter. Aaleahya is also a variable assuming she is with you and alive. But anyway, in addition to certain rooms throughout Chapter 2 having random scenarios of their own known as Room Events, there will be this function which will proc 10% of the time in the Day and 100% at Night which will provide additional scenarios for the Player to encounter (they just aren't as grand in scope as the specific Room Events). Day and Night have their own unique but separate scenarios that can happen in the few hours of travel between each room in the Whispering Thicket. 

Day Procs have 4 Scenarios; 

REVITALIZATION

A chance to gain back some health or gain other stats. 4 Scenarios. Incomplete.

ENEMY SCENARIO

A chance to encounter a random enemy native to the area. 4 Scenarios. Incomplete.

LOOT SCENARIO

A chance to find loot from any loot table. 4 Scenarios. Incomplete.

PERFORMANCE/SKILL SCENARIO

A chance to earn some gold/lodging/sex and other prizes depending on your entertainment skills, like Juggling for example. 4 Scenarios. Incomplete.

****

Night Procs have 4 Scenarios (assuming you choose to travel at Night) *these procs are skipped if you have a light on, ie Lantern or Aaleahya*; 

TRAP/PITFALL SCENARIO

A chance to fall into some kind of trap which may cause Resist/Health loss or transformations. 4 Scenarios. Incomplete. 

ENEMY SCENARIO

A chance to encounter a random enemy native to the area. 4 Scenarios. Incomplete.

LOOT SCENARIO

A chance to find loot from any loot table (although in more creepy ways). 4 Scenarios. Incomplete. 

LOST/HURT SCENARIO

A chance to lose health/resist and recieve clothing damage. 4 Scenarios. Incomplete. 

This totals about 32 possible scenarios which are also affected by TOD and Weather and other Player Stats. More details will come as they are written. 

These are NOT ROOM EVENTS. Random Room Events are something completely different for each set of Rooms.


Patreon/Patron/SubcscribeStar/Twitter
- I have added "Master Dahmer" to the game's Help Guide, thank you page. Thank you again for your wonderful donation! ^_^

- I have added "Yuki the Yeen" to the game's Help Guide, thank you page. I appreciate your generosity! 

- I have added "Arsenal" to the game's Help Guide, thank you page. Thanks again for your support! It's a big help!

- I have created a Twitter account to help connect me to fans of the game (so if I'm out of the house, there is still a way to contact me directly). Hopefully, it'll allow me to answer questions/inqueries on-the-go as well. In any case, I'll try to post there regularly to keep everyone updated on my work. You can find the game's Twitter at the address below. https://twitter.com/Anonynn1 

- I have requested another piece of music for the game: It will be the main theme for Chapter 2 and will be forest ambience. Thank you Studio Cafafo! 

- Game has a new and upcoming website that I designed from the ground up. You can find it below. This will eventually replace the Blog (in the future). Also, I would like to acknowledge the original version of the website by NBD.
www.txtams.com

Other
- I have added several more questions to the game's FAQ (which comes with the game when you download it). Check them out if you're interested in commonly asked questions regarding development and all that jazz. 

- I've added a new Caravan NPC named, Devin Kraninski. He has a minor Corruption variable and his description changes slightly with Dominant Mood (the same as the others). He does not care whether you are Naked (top or bottom) and will speak with you just the same. He is often found reading poetry and gives the Player advice via poetry. If you can unravel what he's saying, it may help you on your journey. 

- I've started tinkering around with the Rest Command again and getting it ready for all Weather/TOD descriptions. At the moment I've fixed/improved the general stopping descriptions and included Aaleahya in them if she is in your party. She has anywhere between 6-10 reactions for each time you stop. I may add more later but for the time being those will be enough. Other companions will be added as the game continues. Failing or Succeeding in any task will automatically recall the Rest Menu as well. All fires have a chance to cure Cold Status Ailments and Sick Status Ailments and have a chance to heal the Player.  

*The Build A Fire scenario has been completely changed and will no longer be a fixed random chance (it was a fixed 20% chance of failure before). It now incorporates, the Player's Background, the Player's Speciality, the Player's Skill-Set and it incorporates current Weather. 

Farmer or Explorer Backgrounds earn you a +3, a Monkish speciality will give you a +3, and if the Player's Forgeskill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. However, if it's Raining you will lose -40% to that chance and -50 if it's Storming. So every little bit counts. 

A Small Fire has a base 75% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 1-3 Health Gain.
Costs 3 Small Sticks and 0 Large Sticks

A Group Fire has a base 65% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 4-10 Health Gain.
Costs 6 Small Sticks and 1 Large Stick

A Large Fire has a base 55% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 5-15 Health Gain.
Costs 9 Small Sticks and 3 Large Sticks

Small Fires: 10% to cure Cold Status Ailments.
10% to cure Sick Status Ailments. 5% to gain +1 Maximum Health. 

Group Fire: 25% to cure Cold Status Ailments.
25% to cure Sick Status Ailments. 15% to gain +1 Maximum Health. 

Large Fire: 75% to cure Cold Status Ailments.
75% to cure Sick Status Ailments. 45% to gain +1 Maximum Health. 

*The Construct A Rain Catch scenario has been completely redone and now takes into account a number of variables. It now incorporates, the Player's Background, the Player's Speciality, the Player's Skill-Set and it incorporates current Weather. The Player will not be able to Construct a Rain Catch during Winter Months; January/February and December nor will they be able to construct one if it isn't Raining or Storming. If the rest of the conditions apply, it will cost 1 Small Stick. There is 65% base chance to succeed but the factors below can help boost or lower that chance. 

Instructor or Explorer Backgrounds earn you a +3, a Fashionable speciality will give you a +3, and if the Player's TailorSkill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. If the Player is Sick, Poisoned, Cold, or Shocked they will lose -5% but if the Player is Healthy they will gain +5%. So every little bit counts. 

If you successfully create a Rain Catch, you will be able to find it in the "Surroundings Pane". It also has roughly 5 uses before being completely destroyed. It can also hold up to 3 uses of water (unless it's Raining or Storming then the uses of water are infinite). Using the Rain Catch in any way (unless it's dry) dimishes it's durability by 20% each and everytime. You can find out the condition of your Rain Catch and how many uses your Rain Catch has left in it's general description. The Rain Catch cannot be taken with you.Verbs found below...

*Drink: If you drink from the Rain Catch, you reduce it's durability by 20% but if it is Raining or Storming, the amount of Water inside will NOT decrease. You can also between 1 and 3 Health. In addition, you have a 1% chance to cure the Sick Ailment.

*Collect: If you Collect from the Rain Catch (like in your Waterskin, for example), you can store the contents for a later use.

*Disassemble: If you opt to dis your raincatch before the weather and durability take it's toll, you have a 50% chance to retrieve the Small Stick needed for it's construction.  

*The Build A Trap scenario has been completely redone and now takes into account a number of variables. You still need an Intelligence of 5 or greater to be able to construct Traps. It now incorporates, the Player's Background, the Player's Speciality, the Player's Skill-Set and it incorporates current Weather. Hunter earns you +15% chance and Explorer Backgrounds earn you a +3% chance. a Warrior at Heart speciality will give you a +3, and if the Player's Meditation Skill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. However, if it's Raining you will lose -30% to that chance and -40% if it's Storming but if neither of these Weather effects are happening you will gain a +3%. Seasons also play a role; Winter Months (January, February, December) will cause a 10% chance reduction but all other months will cause a +10% chance increase. If the Time of Day is Night, you will gain a +5 for trapping as well. So every little bit counts. All Traps take two Time of Day cycles. 

A Small Trap has a base 60% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 

Costs 3 Small Sticks and 0 Large Sticks. You have a 20% chance to catch an additional animal as well, which will yield Generic Meat. ((Generic Meat is all you can obtain from Small Traps)). This trap takes 2 Time of Day cycles. 

The Prey for Three has a base 50% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 

Costs 6 Small Sticks and 3 Large Stick. You have two 20% chance(s) to catch an additional animals as well, which will yield either Quality Meat or Generic Meat (50/50 chance). This trap takes 2 Time of Day cycles. 

A Large Trap has a base 45% chance to Succeed. But factors mentioned above will either increase or decrease that chance.

Costs 9 Small Sticks and 6 Large Sticks. You have four 20% chance(s) to catch an additional animal as well, which will yield only Quality Meat. This trap takes 3 Time of Day cycles. 

*The Supply Scavenge scenario has been completely redone and now takes into account a number of new variables that it didn't have before. I've also drastically reduced the size of the code because it was sometimes causing Quest to crash. It no longer has a fixed/static Random Chance either and now incoporates the Player's Background, the Player's Speciality, the Player's Skill-Set, it also now includes current Weather and Time Of Day as factors. You start with a 65% chance of success. The Thief Background earns you +3% chance and so does the Big Saver Speciality; If the Player's Thief Skill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. Only Storm Weather affects your ability to Scavenge supplies which is -10% toward your chance, all other Weather conditions give a +3. If the Time of Day is Night, you will lose a -10% chance to Scavenge as well. Seasons do not play a role in the success/failure of a Scavenge but it will effect Health which will be an extra -2 Health per Scavenge during Winter Seasons (this is a 50% chance affect). So every little bit counts. Scavenging takes no Time of Day Cycles and can be done infinitely too. 

You also have the choice to send allies, like Aaleahya, for example, out to collect supplies too. This is a 20% success rate toward finding extra loot/supplies at the cost of -2 Health. If your Corruption is 50 or above, you will command her which will force you to lose a Relationship Point with her. If your Corruption is 49 or under, no Relationship Points will be lost. (You failing does not mean your allies will either)!

- New Object: "Rain Catch" which you construct via the Rest Command. It has a Durability of 100 and up to 3 uses for obtaining Fresh Water. If it's Raining or Storming, the uses get replenished infinitely. Every use of the Rain Catch reduces it's durability by 20%. The Small Stick used to create it also has a chance of being recovered as well. 

- New Object: "Quality Meat" which you can receive while Building A Trap with the Rest Command. Consuming Quality Meat can increase your Health between 11-20. You'll also have a 3% chance to increase your Maximum Health by +1 as well. 

NEXT UPDATE: ------------------------  
9/5/2019
September 3rd 2019 

COMING UP: ------------------------  
*Last touches to the Rest Command (Shelters)
*Last touches to the minor Travel Event Functions (Night time descriptions)
* Brand New Major Room Events + Minor Day/Night Travel Events
(there are roughly 32 possible events which are also affected by TOD and Weather and other Player Stats. I'm hoping to have at least 3 - 5 finished for both the Major Room Events and the Minor Day/Night Travel Events). So that means I'm aiming to get 10 events written.

I think that's about it....If you have any questions/comments/concerns etc, just let me know and I'll respond ASAP. See you around the 15th!

Anonynn.  


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