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Update Day- Apocamorphosis 0.9.2D Public: Cow-Taur Horn TF, 3 Pregnancy Turns + News, 7 Whispering Thicket Races Ready, Skill Descriptions + Passive Abilities Applied, Hannah Greeting Conversation Finished, Modified Player Question Choice Layout, New Lantern/Oil Cartridge Design, Relationship System v2.5, 5 New Rooms, Weapon Overhaul + 5 New Items, Enemy Loot and Search Percentage Increase, PVM (Patron Vending Machine) Added, Minor Changes to DDI, UNDO, and the PVM, Wait 10 Tempoarily Disabled, Whispering T

 

Hey all :) 

It's Update Day *blows trumpet* and boy  oh boy there are a lot of things to talk about, so I'm just going to get  right into it (mostly because I have homework and studying to do and  it's almost noon)! This update will likely break any old saves that you have. Sorry!

Cow-Taur Horn TF:
Cow-Taur  TF, Turn 220 has been completely rewritten. Turn 250 Sexy Mood and  Sarcasm Moods are finished, which have a Horny variable, which makes the  scenes change slightly. It also has a Gender variable and changes the  scenes based on if you don’t have horns already, if you do but they  aren’t Cow-Taur Horns with unique descriptions for Dragon Horns,  High-Demon Horns (incubus/succubus) and Demon Horns, and a scene for if  you already have Cow-Taur Horns. You also gain, +1 health for being  Horny because of Masturbation, you also gain + 3 Corruption, +3 Strength  and lose -4 Intelligence. The Sympathy and Serious Moods are much  different, instead of being pleasurable it's described as hurting  really, really bad. Essentially this means the biggest script of the  Cow-Taur transformation is complete, which means it's smooth sailing  from here for this TF item. 

3 Pregnancy Turns + News: 
Pregnancy  Turn 735, Turn 755 and Turn 795 are done. The first and the last talk  about womb warmth in various descriptions, so it’ll likely be different  every single time you get to either one of those scripts. You also gain  +5 health back for each of them too. Turn 795 is also the first “8 Month  Pregnant” script. Turn 755 however, is the transition to the next level  of pregnancy. If the player has a Maternal Speciality this transition  will drop them in Extremely Pregnant (the very last pregnancy stage) and  in Turn 950. If the player is a non-Maternal speciality, this  transition will bring them up to 8 Months Pregnant. I also have  Placeholders in for the rest of the turns up to Giving Birth and to be  honest, there aren’t many left. We have three major turns left in 8  Months with child movement and Lactation, 1 major turn left in Extremely  Pregnant dealing with movement and Lactation again, and then three mini  contraction turns and then finally birth! So we’re coming up on the end  of the Pregnancy Scripts! Then I’ll move onto Lactation and then  Secondary Pregnancy (which is closer to Egg Birthing for Males and  Females. Secondary Pregnancy will have at least half the length of  normal pregnancy). I’ll end up creating a Poll about Pregnancy soon too  once it’s fully implemented so I can get some feedback on it. Hold onto  your butts!

7 Whispering Thicket Races Ready:
Not  much to say about this but there are now 7 major races you can expect  to cross paths with---Goo, Bee-Taur, Demon and High-Demon, Drider,  Goblin, Wolf-Taur and Centaur. The major races for the area will be:  Goo, Drider and Goblin, which means you'll potentially find villages and  multiple encounters. Minor races you'll run into are the: Bee-Taur,  Wolf-Taur, Demon/High-Demon, and Centaur---which generally means you'll  run into at least 1 of each and/or will be able to take Quests from  them. 

Skill Descriptions + Passive Abilities Applied:
Thief  Skill remains the same. Check the "Help Guide" for more details. With  that said, all of these exact descriptions have been added to the "Help  Guide" as well! ^_^ The BOLD sections are the parts that have already  been applied to the game, which is mostly what I've been focused on.

Tailoring  Skill: Higher Tailoring = fixing damaged clothing (when implemented),  creating clothing from simple to complicated (when implemented),  increasing agility. Tailoring is rated between "0-10". If your tailoring  skill is less than or equal to "3" you're a Novice Tailor. If your  tailoring skill is between "4-6" you're labeled as an Experienced  Tailor. A tailoring skill of "7-9" will make you an Expert Tailor and if  you have a tailor skill of "10" you're a Master Tailor. A tailoring  skill of "10" means you can create entire outfits, fix clothing of any  type with less supplies like torn cloth for example. create clothing  with less of a chance to fail, and your overall agility will be improved  by 20%.

Forging Skill: Higher Forging = fixing damaged  weapons or armor (when implemented), creating weapons and armor from  simple to complicated (when implemented), increasing strength. Forging  is rated between "0-10". If your forging skill is less than or equal to  "3" you're a Novice Forger. If your forging skill is between "4-6"  you're labeled as an Experienced Forger. A forging skill of "7-9" will  make you an Expert Forger and if you have a forger skill of "10" you're a  Master Forger. A forging skill of "10" means you can create entire  armor sets, fix armor of any type with less supplies like scrap metal or  scrap leather for example. create armor with less of a chance to fail,  and your overall strength will be improved by 20%.

Juggling  Skill: Higher Juggling = earning quick gold from performing (when  implemented), increasing maximum carry. Juggling is rated between  "0-10". If your juggle skill is less than or equal to "3" you're a  Novice Juggler. If your juggle skill is between "4-6" you're labeled as  an Experienced Juggler. A juggle skill of "7-9" will make you an Expert  Juggler and if you have a juggle skill of "10" you're a Master Juggler. A  juggle skill of "10" means you can earn 10 times the amount of gold per  performance with less of a chance to fail and your overall maximum  carry will be improved by 20%.

Alchemy Skill: Higher Alchemy =  creating your own potions from simple to complicated (when implemented),  increasing intelligence. Alchemy is rated between "0-10". If your  alchemy skill is less than or equal to "3" you're a Novice Alchemist. If  your alchemy skill is between "4-6" you're labeled as an Experienced  Alchemist. An alchemy skill of "7-9" will make you an Expert Alchemist  and if you have an alchemy skill of "10" you're a Master Alchemist. An  alchemy skill of "10" means you can create any potion combination in the  game with less of a chance to fail, use less supplies when creating,  and your overall intelligence will be improved by 20%.

Charm  Skill: Higher Charm = extra points with relationships, less detriment  when failed (when implemented), more jobs available to the player which  means earning money easier, increased Entice ability, increased  seduction. Charm is rated between "0-10". If your charm skill is less  than or equal to "3" you're a Novice Charmer. If your charm skill is  between "4-6" you're labeled as an Experienced Charmer. A charm skill of  "7-9" will make you an 'Expert Charmer' and if you have a charm skill  of "10" you're a Master Charmer. A charm skill of "10" means you can  earn 10 times the amount of relationship points with most npcs (when  good looks matter), you'll reduce the amount of relationship points you  lose with negative choices/decisions (when looks matter to the npc),  your overall Entice will be vastly improved and your success with  getting jobs or earning gold through seduction will vastly improve as  well. The negative side of this skill is that the more attractive you  are, the more enemies (depending on your dominant mood) will want you in  a sexual manner (not including "Sympathy" or "Serious" Moods). Some  NPCs also won't take you seriously if you're too attractive or charming  meaning you won't be able to get into relationships with those NPCs, but  the ones that do value appearance, you'll be much better off earning  relationship points with them. Charm may also help you get out of  traps----and into traps depending on the situation, and will also give  you improved maximum health by 20%

Meditation Skill: Higher  Meditation = improved resting; better chance for health restore, better  chance for resist to regenerate (when implemented), increasing defense,  increased chance to remove negative Status'. Meditation is rated between  "0-10". If your meditation skill is less than or equal to 3 you're a  Novice Meditator. If your meditation skill is between "4-6" you're  labeled as an Experienced Meditator. A meditation skill of "7-9" will  make you an Expert Meditator and if you have a meditation skill of "10"  you're a Master Meditator. A meditation skill of "10" means you can  regen health quicker, possibly remove negative status effects when  Resting (not implemented), and your overall defense will be improved by  10%.

((((A little more elaboration of the regen effects of the  Meditation skills can be found below! Here’s the difference you’ll see  in the four randomly chosen scripts. Before it was a health regeneration  of +1, +2, +3, or +4 per 100 turns.
Now in the First Chance, it’ll  depend on where your Meditation Skill. As you can see, the better your  Meditation Skill the higher health regen you’ll possibly have per 100  turns. The chance to start boost skills will be soon added to the  skeleton structure of the new character creation system coming soon.))))

                        One ---- Two ----- Three ----- Four
Med Skill 0-3:    1            2               3               4
Med Skill 4-6:    2            3               4               5
Med Skill 7-9:    3            4               5               6
Med Skill 10:     4            5               6               7

This is just a test. I may add more health or adjust it later, although there are no plans to at the moment.

Hannah Greeting Conversation Finished: 
Okay!  So great news! The Hannah remaster is officially completed (assuming  there aren't any bugs or anything to fix). What this means is all of her  conversation topics are finished in the initial conversation. It turned  out to be about 45-46k words. Whew! That's half a novel! Anyway, my aim  for the initial conversation is that I wanted the information presented  to change a little per play-through so that you learn something  different about Hannah and Rold; in one play-through you might learn  about goblin biology and such, in another you might learn a little bit  about their relationship, in another you might learn about West Haven  (the first village you come across), etc. Hopefully that comes across!  Anyway, so I'll be introducing new side conversations as the game  progresses in regular intervals. ^_^

Modified Player Question Choice Layout:This  is one change I'm particularly excited about although not all of the  scenarios are finished yet. I have two of the bigger ones done though;  the Laboratory Entrance and the West Hallway entrance. These questions  were originally, "How would you like to respond; Sexy, Sympathy,  Sarcasm, Serious." --- But to be honest, I was never satisfied with  these as some of them didn't really make sense in the context I  presented them, and others were awkward at times. I always felt they  broke immersion to the story too because I was putting Mood Attributes  right out there in the open instead of disguising them as they are meant  to do. So they have been changed. For example!

When you first enter the Laboratory...it asked...

"You  open the door of the laboratory and are greeted with a solid stone  stairwell that's completely unlike the rest of the house. It's really  bizarre actually and strongly resembles a cave of sorts, almost like you  stepped into a different world. How do you respond to this?"
and then it was like "Sexy", "Sympathy", "Sarcasm", "Serious"

So now it reads this...

You  open the door of the laboratory and are greeted with a solid stone  stairwell that's completely unlike the rest of the house. It's really  bizarre actually and strongly resembles a cave of sorts, almost like you  stepped into a different world. How do you respond to this?

1) This is kind of sexy in a weird BSDM kind of way.
2) Okay, I'm officially freaking out...
3) I can't even...What in the nine hells is this doing here?
4) I wasn't exactly expecting a fairytail dungeon, but here I am.

^  and you get the Mood Points based off your responses (which will  sometimes be mixed up). So pick the response that fits your character  best in that given scenario. Pretty cool, huh?

I also fixed the presentation of these questions and broke up the text a bit to make it easier to read! Weee!

New Lantern/Oil Cartridge Design: 
I  redid the entire Lantern/Oil Cartridge code and how it works. I  essentially wanted to improve how the item functioned and give the  player the chance to turn it off and save the oil they collect/use etc.  So now you’re able to refill the oil straight on the lantern itself and  you can turn it off anytime and save the time remaining in case you need  it later! Right now the turns don’t count down though, that will be  addressed later. You also can't use the Oil Cartridges yet, BUT the  lantern works if you switch it on. It starts with 15 turns of oil :)

Relationship System v2.5:
I’ve  decided to revamp and improve the Relationship System and at the same  time make it a lot more simple cause I have to admit, 2.0 was very  confusing, even to me, so I can’t imagine the player trying to navigate  everything and make sense of it, even with the Help Guide. So now this  is the Relationship System v2.5: There are three categories.

Hostile:  Like before, if your Relationship Points fall to “0” with an NPC they  will immediately become Hostile; which means they will attack you and  you’ll lose all chances to romance or befriend them.

Friend:  Covers Relationship Points from "1" to "99". If you become Friends with  an NPC, you will be able to speak with them about various topics,  perform personal favors or quests for them and sometimes even venture  into intimate situations depending on their preferences. Some NPC's will  be okay with taking your relationship to the next level, while others  will be more comfortable keeping you as a friend. Because of this, you  have to work harder with some NPC's to move onto the next category. In  some rare cases, saying or doing the wrong thing at the wrong time will  keep you locked in the infamous Friendzone forever. The Friendzone  status can be reached with an NPC by saying, or doing the wrong thing  and permanently destroying any romantic encounters with them. This can  also happen if you're excessively mean to an NPC as well. Afterward,  trying anything romantic with the NPC in question will result in awkward  situations and essentially force you to lose Relationship Points with  them. Again, this does not affect any Friendly conversations, just  romantic advances.

Lover: In order to become a Lover with an  NPC, maximum Relationship Points with the NPC in question is expected.  Whether this has been accomplished or not, you can still ask them out  anytime that you wish (the exact phrase can be found on the NPC's  description). Depending on the NPC, they will either accept you and you  will become Lovers (unless they have prior engagements already), or if  you do not have maximum Relationship Points with the NPC, there is a  chance that you may be friendzoned" or rejected; rejection can cause the  loss of Relationship Points. If you become a Lover with an NPC, that  means you're dating them and romantically pursuing them. NPC's whom are  Lovers will also be inclined to give you gifts as well. You can have  multiple lovers if you wish but if they find out about one another, you  will be bumped back down to Hostile or Friendzoned with all of them. An  added perk of having a Lover is that any sired children you have  together will give your character random stat boosts per child (but they  will sap your gold dry with -35 gold per child!). Right now this is the  highest status you can have with an NPC.

As you can see the  Relationship System is A LOT more simple. This will probably be the  final version of it unless I add to it. A little warning as well. The  “Help Guide” has been adjusted/changed accordingly to these changes.

5 New Rooms:
Created  5 new rooms: West Byway, Whispering Wood 3, Vaughan Pass, Old Canopy  Road, and Hyhot Steppes. None of these rooms have any descriptions yet,  but you can experience the changes of days and seasons throughout each  of them. I also added the official Winding Wood exit descriptions that  you’ll run into when you go to pick your direction out of there---and  there’s even a night variable and a first time variable added as well.  ^_^

I actually discovered a very, very miniscule problem with the  map in one tiny place; Whispering Wood 2 which is the second north exit  from Whispering Wood.  As it turns out you can’t have two north exits!  Oops! But it’s honestly no big deal at all. I just have to erase the  connection from “Whispering Wood (the starting area)” to Whispering Wood  2 and have it instead come from the Hyhot Steppes room instead. So it  actually doesn’t change anything at all and that should be the only  occurrence of this happening since Whispering Wood (the starting area)  is the only place with two exits in the same direction. Each of these  new rooms though will be loaded with random events soon. Probably not in  this update though as my priorities are with the other things I’ve  mentioned.

Weapon Overhaul + 5 New Items:
There  are 5 new items and hopefully by the next public update they'll  officially be in the game somewhere. Right now they are only accessible  through the PVM.

Princess Booty Shorts: This item gives +2 Sexy and +1 Agility and takes the variable of buttsize in mind.

Nipple Shield Piercings: They give +1 Sexy and +1 Resist. Remember you have to have pierced nipples to wear them.

FM Pumps: They give Sexy +2, Resist +2, and -3 -Agility.

Liphoria:  Is a lip increase transformation item. First, if you have Resist you’ll  have the option of bypassing the transformation or going through with  it. If you decide to resist it, you’ll have an 80% chance to gain +5  health and lose -1 Resist, otherwise you’ll just lose -1 Resist. If you  decide to let the transformation happen, you’ll have a 50% chance to  undergo the transformation and gain +5 health. Otherwise, you’ll just go  through the information. If the 50% chance fails, you’ll have an 80%  chance just to gain +5 health and no transformation, or a 20% chance  where nothing happens at all. This will save you from losing Resist. If  you don’t have any Resist and you attempt to down the bottle, you’ll be  asked if you would like to try to resist the transformation anyway. If  you say yes, you’ll have a 20% chance to resist the transformation, and a  80% chance to gain +5 health, otherwise, you’ll just resist with no  other benefits. If you do fail to resist (50% chance), then you have an  80% chance to gain the transformation +5 health, otherwise you’ll just  gain the transformation. There’s also a 50% chance to gain the health  without the transformation. If you choose no to the resistance then  you’ll have an 80% chance just to gain the +5 health and a 20% chance  for nothing to happen. Whew! And yes that is as confusing to code as it  sounds.

I think I'm going to make giving health a staple of  taking potions from now on. So if you don't get the transformation,  you'll have a chance of gaining some health :)

Now on to weapons,  including the new one. I've decided to give weapons a standard of  damage and of bonus damage. Typically lighter weapons, which range from 1  to 2 volume will do a dice roll of specific damage starting with 1's.  For example, 1d4 or 1d5. Weapons that are 3 volume have a chance of  doing 2d3, 2d5 and so on otherwise they will generally be on the high  end of 1's, like 1d10, 1d12. Weapons that are 4 and 5 volume will  typically do, 2d8, 2d12 --- and anything that is higher than those will  have damage jump accordingly. Right now, up to 5 is planned. So here are  all the new damage ranges of the weapons. ((Oh! Before I forget, Noble  Weapons are obviously going to have perks like being lighter versions of  their normal counterparts but doing much higher damage because Noble  Weapons are the kind that are earned through hard work or bought at very  high prices. Finding one out in the wild will be VERY rare on the  Regular Difficulty)).

Scissors: 1d3, bonus damage +1, volume of 1

Rickety Machete: 1d5, bonus damage + 1, volume 2

Beating Stick: 1d5, bonus damage +1, volume 2

Frying Pan: 1d5, bonus damage +2, volume 3

Leather Whip: 1d7, bonus damage +1, volume 2

Spellbook: 1d3, bonus damage +9, volume 1

Demonslaying Sword: 2d7, bonus damage +2, volume 3

Pumpkin Blade: 1d8, bonus damage +1, volume 2

Noble Pumpkin Blade: 2d10, bonus damage +2, volume 1

Candy Corn Shiv: 1d6, bonus damage +1, volume 1

Noble Candy Corn Shiv: 2d7, bonus damage +2, volume 1

Enemy Loot and Search Percentage Increase: 
I  increased the Enemy Loot rate from 25% per group to 35% per group. So  hopefully items will drop more as a result. I also increased the Double  Search percentage from 15% for Big Saver to 25% and everyone else from  5% to 15%. Let me know if you notice the increase or not once the next  version is released! I did this because I didn't think enemies dropped  items frequently enough. You should essentially get at least 1 item  every 4-6 enemies in my opinion. 

PVM (Patron Vending Machine) + Minor Changes to DDI, UNDO and the PVM:
10$  Patron Gift: PVM (Patron Vending Machine) which allows you to pick out  any clothing, weapon, or item that you want as much as you want. It has  three categories: Items, Weapons, and Clothing. This does not include  items that can transform you, or modify your body as that’s what the  DDI’s function serves as. Also, Noble items cost 10 Gold to get since  they are extra special items that should really be earned rather than  given but we'll see how this goes! 

The minor changes  mentioned are just that the Save/Load System will no longer keep track  of your DDI, UNDO and PVM's. All this means is every time you open your  old save, you'll have to input the codes again to gain access to them. 

Wait 10 Tempoarily Disabled: 
I  have disabled Wait 10 --- I realize that although it’s really  convenient, it can also be really abused by the player with health  regeneration. More importantly though, it sometimes causes scripts to be  skipped over and that can cause countless errors. I have saved the  scripting though and kept it hard coded into the game, so if I can find a  way around these problems, I’ll reinstate it. The Help Guide has been  adjusted. If you have any questions about this, please let me know :) 

Whispering Thicket Concept Map v1.5:
This  is something I'm particularly excited about and just in case you missed  it the first time around. I have a more detailed concept map for the  next area; the Whispering Thicket; which means roads, room names,  side-areas/connecting areas, villages and three planned main  enemies/friendlies. So check it out above :)

Apocapedia Deletion: 
I've  been talking with my patrons on Skype about the game's wiki and quite  frankly it's WAY out of date. So my first idea is to just delete it. To  be honest and even though I hate to admit it, I just don't have the time  to keep the Wiki up to date or to catch it up to where the game is at  this point. The Help Guide within the game is the most comprehensive  information port for the game, so I'll continue updating and adding to  that as usual --- but no more Apocapedia! I apologize for the  inconvenience this will/may cause.   

Modifying Patron Rewards:
I  thought I would do another review of the Patreon Rewards for donating.  The reason being is although the rewards seem decent, I want to give  people more bang for their donation---as it seems that rewards tend to  just keep accumulating and very few people ever spend them. I feel like  that isn't right. So I'll be looking into making the rewards more  simple. No one will lose anything that they've already earned :) Keep in  mind, this isn't a punishment I just want the rewards to feel more  grand and for people to donate to feel more appreciated. Love you guys!

COMING UP
Focusing  on Cow-Taur TF, Pregnancy, Entice Scripts and the 5 new room's  descriptions and their prospective events. Also, getting in the new  Character Creator System as soon as possible, the revamped Player  Description and hopefully we'll have the new title cover song by then.  I'm going to aim to get more Clothing Wear Descriptions back into the  game as well ^_^ That'll do for now! 

Next Update Will Be: 26MAR17,  0.9.3A (Patron Beta).

Anonynn!

ChangeLog for 0.9.2D Below
- Fixed these errors: 'failed to save 'expensive_plate.ondrop' with value of 'Script: if(got(spellbook)){
-  I created a new “Warning” label to reduce the overall size of the game  file (which reduced it by almost 200 KB!). I also addressed some further  points in the disclaimer just for protective properties/purposes and  made it easier to read.
- Fixed the Duplication problem with the  remaining items; specifically the “waterskin” and “fresh/dirty water”  and the “old lantern” + “oil cartridge”. I also began doing this  duplication for the clothing and weapon items, so that you can carry  more than one of them if you desire---aka having a back-up or something  like that. This will help too once the tailoring/forging abilities are  added because weapons/clothing can deteriorate. Clothing can now be  duplicated. You can now find more than one article of a piece of  clothing. Fixed the last Duplication error with the “Black Puzzle Box”.  Fixed several more duplication errors with various other items and added  the rest of the items to the list of duplicatable items (meaning you  can carry more than one of them). Naturally, clothing descriptions in  the player “x me/look me” are broken because of the transition. Working  on it! So…okay. I revamped all the clothing descriptions for “x me”  because they referred to the main object of clothing, not the clone. All  of them should be fixed and working properly except the “outfits”. I  also changed ALL of the internal code as well and added some piercing  descriptions to the player descriptions that were left out. This  includes the navel piercing ring, the nose one, the secondary mouth one,  and the eyebrow one. It’s actually going to be a lot easier this way  and I’ll be able to add clothing a lot faster. For example, I already  added the “x me” descriptions for the “Princess Booty Shorts”, the  “Nipple Shields”, and the “FM Pumps” as well. I’m extra excited too  because this leaves me to add “multi-state” clothing a lot easier (which  means some old clothing might eventually get that revamp). Thank you,  Pix for the help! This will also allow me to rewrite the player  description much easier as well :D!
- All current clothing and piercing slots have been properly labeled in the item description.
-  Added five items: “Princess Booty Shorts”, “Nipple Shield Piercing”,  “FM Pumps”, “Liphoria” and “the Sword of Demonslaying”. “Liphoria” when  used has a lot of different variables! First, if you have “Resist”  you’ll have the option of bypassing the transformation or going through  with it. If you decide to resist it, you’ll have an 80% chance to gain  +5 health and lose -1 “Resist”, otherwise you’ll just lose -1 “Resist”.  If you decide to let the transformation happen, you’ll have a 50% chance  to undergo the transformation and gain +5 health. Otherwise, you’ll  just go through the information. If the 50% chance fails, you’ll have an  80% chance just to gain +5 health and no transformation, or a 20%  chance where nothing happens at all. This will save you from losing  “Resist”. If you don’t have any “Resist” and you attempt to down the  bottle, you’ll be asked if you would like to try to resist the  transformation anyway. If you say yes, you’ll have a 20% chance to  resist the transformation, and a 80% chance to gain +5 health,  otherwise, you’ll just resist with no other benefits. If you do fail to  resist (50% chance), then you have an 80% chance to gain the  transformation +5 health, otherwise you’ll just gain the transformation.  There’s also a 50% chance to gain the health without the  transformation. If you choose no to the resistance then you’ll have an  80% chance just to gain the +5 health and a 20% chance for nothing to  happen. Whew! And yes that is as confusing to code as it sounds. @_@  Liphoria has been added to “Enemy Loot”. The other items, have brief  “wear player descriptions” at the moment but no actual descriptions. The  “Sword of Demonslaying” now has a description and stats---see below.  The pair of “Princess Shorts” also has an improved wear description and  stats; it gives +2 “Sexy” and +1 “Agility” and takes the variable of  “buttsize” in mind. The pair of “Nipple Shields” now has a description  and an improved wear description as well; they give +1 “Sexy” and +1  “Resist”. Remember you have to have pierced nipples to wear them. The  “FM Pumps” have a description now and a wear description; they give  “Sexy” +2, “Resist” +2, and -3 “Agility”.
- All “Body Mod Enemy Loot  Items” have been reduced in chance for proccing --- so that all of the  items have an equal chance. They now sit at 5%.
- Fixed an invisible  bug with “Double Search” where all the items were appearing in the  “Waterhole” instead of the player’s location. All fixed! I should be  adding more items to this as well at some point in the future. So now  all loot is obtainable in the game from searching excluding clothing,  which will eventually be added as well. As before there is a 15% chance  to get a second item as a “Big Saver” speciality and a 5% chance for  everyone else while searching/pillaging. And now that you can carry more  than one of everything this should make a lot of things more  interesting. I also fixed some spelling and grammatical errors in all  three areas as well. J
- Metric is now described in all stages of height in the player description. No more guessing!
-  The Picture Poll results are in: Looks like the majority of people by  far want full body poses! So full body it is. I will also be testing out  portraits for when NPC’s speak but that won’t be until I can start  adding digital art into the game because it’ll be easier to fit the  images where they need to go without it feeling cluttered.
- Fixed a minor “Stacking Issue” where the stacks would read “1” even though there were no items left in that stack to use.
-  Began some more work on Hannah’s Remaster, particularly the “Forget It”  responses needed for all the “Moods”. I removed the secondary “Shout  Out” response simply because the scripting is so large, I’m not sure the  script can handle anymore text! I think a compromise is that if a  character doesn’t have a lot to say, then I can have multiple branching  responses and paths, but if a character is as talkative as Hannah is  then I’ll need to cut back on responses. This is actually good to know  because it allows me to know what my boundaries are. Then again, Hannah  has like…20 something responses for each personality…so it’s not so much  a boundary as much as it is a MOVE ALONG sort of kick in the ass for me  xD ! Trust me, the scripting can hold A LOT I doubt we’ll have this  much of a problem in the future with other characters. So I finished the  “Sexy” response for “Forget it” and I removed the “incomplete” status  of the response. I’m now moving onto the rest.  The “Sympathy Mood”,  “Forget it” response is completed and the incomplete warning on the  response has been removed. You also get a little bit of insight how  Hannah and Rold travel sometimes! Which is what I’m aiming for. I want  different responses and different moods to determine how much  information and what information you get from Hannah about the situation  and their life, so multiple playthroughs will reveal different things  about them to paint a complete picture of who they are and what’s  happening in their lives. The “Sarcasm Mood” of “Forget it” is finished  now too; which actually gets you forcefully kicked out of the “Withered  Snag” where you will be placed in “Sudden Death”. There is a new  variable description in “Sudden Death 2” as well describing if you were  kicked out or not. There’s also a “Defense” variable too that can reduce  the damage you take from “Hannah”’s attack. The “Serious Mood”, “Forget  It” choice is completed and finished and I removed the “incomplete” tag  from the message. Total word count of Hannah’s initial conversation:  46,153 words! Wow! That’s half a novel! But “Hannah” is officially  remastered and her mini-conversations can be added as we go. 
-  Began designing the concept for the $10 Patron Award: the “PVM” (Patron  Vending Machine), which allows you to pick out any clothing, weapon, or  item that you want as much as you want. It has three categories:  “Items”, “Weapons”, and “Clothing”. This does not include items that can  transform you, or modify your body as that’s what the DDI’s function  serves as. Also, “Noble” items cost 10 “Gold” to get since they are  extra special items! The item should be all set up and ready for beta  testing! It has been added to the Patreon “Wilderness Wanderer” tier.
-  Finished the “new player description” of the “Black Satin Maid” and the  “Cursed Black Satin Maid” outfit because they were lacking. I’ll be  doing this for all the outfits --- and then for all clothing after that.  
- I have adjusted weapon damage and changed the coding for them.  They are now based on “Dice Rolls” Here are the new changes for each  weapon…
Scissors: 1d3, bonus damage +1, volume of 1
Rickety Machete: 1d5, bonus damage + 1, volume 2
Beating Stick: 1d5, bonus damage +1, volume 2
Frying Pan: 1d5, bonus damage +2, volume 3
Leather Whip: 1d7, bonus damage +1, volume 2
Spellbook: 1d3, bonus damage +9, volume 1
Demonslaying Sword: 2d7, bonus damage +2, volume 3
Pumpkin Blade: 1d8, bonus damage +1, volume 2
Noble Pumpkin Blade: 2d10, bonus damage +2, volume 1
Candy Corn Shiv: 1d6, bonus damage +1, volume 1
Noble Candy Corn Shiv: 2d7, bonus damage +2, volume 1
So  as you can see weapons have had a major overhaul; some are lighter,  some do a little less damage, and some do more. But I effectively  attempted to balance everything out in terms of combat. As the game  progresses, we’ll get stronger and stronger weapons too, and/or upgrades  of existing weapons if you have the right supplies. I’ll go into that  more when the time comes though.
- Fixed the “Light” issue with  “Aaleahya” and the “Old Lantern” in the “Storage Room” --- specifically,  the “search” aspect. Apparently, the game wasn’t registering the light  source for the search parameters.
- The “Pale Abomination” and the  “Noble Pale Abomination” can now drop any item rather than just a “small  health potion” and you get a “double search” chance automatically  generated so you might even get TWO whole items! :O I also fixed some  scripts with the Male and Female zombies potentially not giving loot.  All fixed again.
- Fixed the “Weapon Scripts” which can now handle cloned weapons! Yay!
- The “Male Minotaur” that can appear in the “Study” now drops “Loot” when defeated.
-  The “Volume/Weight System” has been reworked on a coding level --- but  it isn’t going to be anything the player notices J It should reduce the  game’s size by a tiny fraction!
- I redid the entire “Lantern/Oil  Cartridge” code and how it works. I essentially wanted to improve how  the item worked and give the player the chance to turn it off and save  the oil they use etc. So now you’re able to refill the oil straight on  the lantern itself and you can turn it off anytime and save the time  remaining in case you need it later! Right now the turns don’t count  down though, that will be addressed later.
- I increased the “Enemy  Loot” rate from 25% per group to 35% per group. So hopefully items will  drop more as a result. I also increased the “Double Search” percentage  from 15% for “Big Saver” to “25%” and everyone else from 5% to 15%. Let  me know if you notice the increase or not!
- I’ve decided to revamp  and improve the “Relationship System” and at the same time make it a lot  more simple cause I have to admit, 2.0 was very confusing, even to me,  so I can’t imagine the player trying to navigate everything and make  sense of it, even with the “Help Guide”. So now this is the  “Relationship System v2.5” There are three categories.

Hostile:  Like before, if your Relationship Points fall to “0” with an NPC they  will immediately become “Hostile”; which means they will attack you and  you’ll lose all chances to romance or befriend them.
Friend: Covers  Relationship Points from "1" to "99". If you become "Friends" with an  NPC, you will be able to speak with them about various topics, perform  personal favors or quests for them and sometimes even venture into  intimate situations depending on their preferences. Some NPC's will be  okay with taking your relationship to the next level, while others will  be more comfortable keeping you as a friend. Because of this, you have  to work harder with some NPC's to move onto the next category. In some  rare cases, saying or doing the wrong thing at the wrong time will keep  you locked in the infamous "Friendzone" forever. The "Friendzone" status  can be reached with an NPC by saying, or doing the wrong thing and  permanently destroying any romantic encounters with them. This can also  happen if you're excessively mean to an NPC as well. Afterward, trying  anything romantic with the NPC in question will result in awkward  situations and essentially force you to lose Relationship Points with  them. Again, this does not affect any "Friendly" conversations, just  romantic advances. 
Lover: In order to become a "Lover" with an NPC,  maximum Relationship Points with the NPC in question is expected.  Whether this has been accomplished or not, you can still ask them out  anytime that you wish (the exact phrase can be found on the NPC's  description). Depending on the NPC, they will either accept you and you  will become "Lovers" (unless they have prior engagements already), or if  you do not have maximum Relationship Points with the NPC, there is a  chance that you may be friendzoned" or rejected; rejection can cause the  loss of Relationship Points. If you become a "Lover" with an NPC, that  means you're dating them and romantically pursuing them. NPC's whom are  "Lovers" will also be inclined to give you gifts as well. You can have  multiple lovers if you wish but if they find out about one another, you  will be bumped back down to "Hostile" or "Friendzoned" with all of them.  An added perk of having a "Lover" is that any sired children you have  together will give your character random stat boosts per child (but they  will sap your gold dry with -35 gold per child!). Right now this is the  highest status you can have with an NPC.

As you can see the  Relationship System is A LOT more simple. This will probably be the  final version of it unless I add to it. A little warning as well; this  change may break old saves. The “Help Guide” has been adjusted/changed  accordingly to these changes.
- Created 5 new rooms: “West Byway”,  “Whispering Wood 3”, “Vaughan Pass”, “Old Canopy Road”, and “Hyhot  Steppes”. None of these rooms have any descriptions yet, but you can  experience the changes of days and seasons throughout each of them. I  also added the official “Winding Wood” exit descriptions that you’ll run  into when you go to pick your direction out of there---and there’s even  a night variable and a first time variable added as well. ^_^ I  actually discovered a very, very miniscule problem with the map in one  tiny place; “Whispering Wood 2” which is the second north exit from  “Whispering Wood”.  As it turns out you can’t have two north exits!  Oops! But it’s honestly no big deal at all. I just have to erase the  connection from “Whispering Wood (the starting area)” to “Whispering  Wood 2” and have it instead come from the “Hyhot Steppes” room instead.  So it actually doesn’t change anything at all and that should be the  only occurrence of this happening since “Whispering Wood (the starting  area)” is the only place with two exits in the same direction. Each of  these new rooms though will be loaded with random events soon. Probably  not in this update though as my priorities are with the other things  I’ve mentioned.
- You now have a 25% chance to start with “Scissors”  or the “Fying Pan” at the “Waterhole”; leaving you now with the  possibility of four starter weapons! If you’re “female”, you now have a  25% chance to start out with “Worn Out Shoes”! And “male” have had  “simple tennis shoes” added to their list.
- “Tailoring”, “Forging”,  “Juggling”, “Alchemy”, “Charming” and “Meditation”: are now completely  hard coded into the game; meaning the stats can be raised . Like  “Thiefskill” they all have the same four categories; Novice,  Experienced, Expert, Master and all of them are out of 10. The new  “Character Creator” coming up soon will also allow you to put points  into some of these to start. I will be adding them to the “Help Guide”  as well as soon as I can. Once I do that, I’ll go into detail about what  these different skills do and how they can help you on your adventure!
-  I decided to start working on converting the weird “How would you like  to respond” to blah blah scenario: “sexy”, “sympathy”, “sarcasm” and  “serious” to something more natural sounding. You’ll still get “Mood  Points” for the responses but it would be so…unnatural. I’m not sure how  else to describe it. @_@ I’m starting with the “Laboratory Entrance”  and finished it and I started and finished all the scenarios of the  “West Hallway” responses --- Let’s see what the Beta Testers think!
- I also fixed some cloning code regarding “keys” in your inventory. They will be properly discarded now as they used to be.
- I added the new “Skills” and their effects to the “Help Guide” --- they are as follows…

Thief  Skill: Higher Thieving = unlocking complicated doors, chests and other  locked devices. Thieving is rated between "0-10". If your thieving is  less than or equal to "3" you're a 'Novice Thief'. If your thieving is  between "4-6" you're labeled as an 'Experienced Thief'. A thieving skill  of "7-9" will make you an 'Expert Thief' and if you have a thieving  skill of "10" you're a 'Master Thief'. A thieving skill of "10" means  there are no doors, chests or locks in the game that are unpickable  (unless they are specifically locked by magic). Picking locks and doors  are NOT without consequence however, you will gain corruption equal to  the thieving skill required to pick a lock. For example, if a certain  door requires a thieving skill of "5" to pick, you will gain +5  corruption for picking it. There is also a 25% chance that picking a  door or lock will fail, which will give you half the corruption points.  For example, if there is a certain door or lock that requires a thieving  skill of "5" to pick and you fail to pick it, you will gain "2" or "3"  corruption points per fail.
Tailoring Skill: Higher Tailoring =  fixing damaged clothing (when implemented), creating clothing from  simple to complicated (when implemented), increasing agility. Tailoring  is rated between "0-10". If your tailoring skill is less than or equal  to "3" you're a 'Novice Tailor'. If your tailoring skill is between  "4-6" you're labeled as an 'Experienced Tailor'. A tailoring skill of  "7-9" will make you an 'Expert Tailor' and if you have a tailor skill of  "10" you're a 'Master Tailor'. A tailoring skill of "10" means you can  create entire outfits, fix clothing of any type with less supplies like  torn cloth for example. create clothing with less of a chance to fail,  and your overall agility will be improved by 20%.
Forging Skill:  Higher Forging = fixing damaged weapons or armor (when implemented),  creating weapons and armor from simple to complicated (when  implemented), increasing strength. Forging is rated between "0-10". If  your forging skill is less than or equal to "3" you're a 'Novice  Forger'. If your forging skill is between "4-6" you're labeled as an  'Experienced Forger'. A forging skill of "7-9" will make you an 'Expert  Forger' and if you have a forger skill of "10" you're a 'Master Forger'.  A forging skill of "10" means you can create entire armor sets, fix  armor of any type with less supplies like scrap metal or scrap leather  for example. create armor with less of a chance to fail, and your  overall strength will be improved by 20%.
Juggling Skill: Higher  Juggling = earning quick gold from performing (when implemented),  increasing maximum carry. Juggling is rated between "0-10". If your  juggle skill is less than or equal to "3" you're a 'Novice Juggler'. If  your juggle skill is between "4-6" you're labeled as an 'Experienced  Juggler'. A juggle skill of "7-9" will make you an 'Expert Juggler' and  if you have a juggle skill of "10" you're a 'Master Juggler'. A juggle  skill of "10" means you can earn 10 times the amount of gold per  performance with less of a chance to fail and your overall maximum carry  will be improved by 20%.
Alchemy Skill: Higher Alchemy = creating  your own potions from simple to complicated (when implemented),  increasing intelligence. Alchemy is rated between "0-10". If your  alchemy skill is less than or equal to "3" you're a 'Novice Alchemist'.  If your alchemy skill is between "4-6" you're labeled as an 'Experienced  Alchemist'. An alchemy skill of "7-9" will make you an 'Expert  Alchemist' and if you have an alchemy skill of "10" you're a 'Master  Alchemist'. An alchemy skill of "10" means you can create any potion  combination in the game with less of a chance to fail, use less supplies  when creating, and your overall intelligence will be improved by 20%.

Charm  Skill: Higher Charm = extra points with relationships, less detriment  when failed (when implemented), more jobs available to the player which  means earning money easier, increased Entice ability, increased  seduction. Charm is rated between "0-10". If your charm skill is less  than or equal to "3" you're a 'Novice Charmer'. If your charm skill is  between "4-6" you're labeled as an 'Experienced Charmer'. A charm skill  of "7-9" will make you an 'Expert Charmer' and if you have a charm skill  of "10" you're a 'Master Charmer'. A charm skill of "10" means you can  earn 10 times the amount of relationship points with  <i>most</i> npcs (when good looks matter), you'll reduce the  amount of relationship points you lose with negative choices/decisions  (when looks matter to the npc), your overall Entice will be vastly  improved and your success with getting jobs or earning gold through  seduction will vastly improve as well. The negative side of this skill  is that the more attractive you are, the more enemies (depending on your  dominant mood) will want you in a sexual manner (not including  "Sympathy" or "Serious" Moods). Some NPCs also won't take you seriously  if you're too attractive or charming meaning you won't be able to get  into relationships with those NPCs, but the ones that do value  appearance, you'll be much better off earning relationship points with  them. Charm may also help you get out of traps----and into traps  depending on the situation, and will also give you improved maximum  health by 20%
Meditation Skill: Higher Meditation = improved resting;  better chance for health restore, better chance for resist to  regenerate (when implemented), increasing defense, increased chance to  remove negative Status'. Meditation is rated between "0-10". If your  meditation skill is less than or equal to "3" you're a 'Novice  Meditator'. If your meditation skill is between "4-6" you're labeled as  an 'Experienced Meditator'. A meditation skill of "7-9" will make you an  'Expert Meditator' and if you have a meditation skill of "10" you're a  'Master Meditator'. A meditation skill of "10" means you can regen  health quicker, possibly remove negative status effects when Resting  (not implemented), and your overall defense will be improved by 10%.
Obviously,  these are the rough drafts of abilities that each skill will grant you.  I will adjust them accordingly if I feel the need to change them, like  for example, if one isn’t working out the way I imagined. I’m pretty  confident I won’t have to change them but things do crop up  unfortunately. As it stands now these are the official functions of the  skills. Keep in mind though, a lot of their features aren’t implemented  yet! Soon!
- So the “Meditation Skill” has been added to the “Health  Regen” coding of the game. Here’s the difference you’ll see in the four  randomly chosen scripts. Before it was a health regeneration of +1, +2,  +3, or +4 per 100 turns.
Now in the First Chance, it’ll depend on where your “Meditation Skill”
                        One ---- Two ----- Three ----- Four
Med Skill 0-3:    1            2               3               4
Med Skill 4-6:    2            3               4               5
Med Skill 7-9:    3            4               5               6
Med Skill 10:     4            5               6               7

So  as you can see the better your “Meditation Skill” the higher “health  regen” you’ll possibly have per 100 turns. I have removed the “Not  Implemented” part of this skill from the “Help Guide” explanation.
-  All the “Stat Boosts” from mastering the “Skills” are now hard-coded  into the game. They are passive effects meaning you never need to worry  about them.
- I had to fix the “Health Regen” because if someone  “Wait 10”ed then there was a chance they would skip over the recharge  script! Oops!
- Began working on the slow “Cow-Taur TF”. Turn 220  has been completely rewritten. Turn 250 “Sexy Mood” is finished, which  has a “Horny” variable, which makes the scene change slightly. It also  has a “Gender” variable and changes the scenes based on if you don’t  have horns already, if you do but they aren’t “Cow-Taur horns” with  unique descriptions for “Dragon horns”, “High-Demon horns  (incubus/succubus)” and “Demon horns”, and if you already have “Cow-Taur  horns”. You also gain, +1 health for being “Horny” because of  “Masturbation”, you gain + 3 “Corruption”, +3 “Strength” and -4  “Intelligence”. Now onto modifying it for the “Sarcasm Mood”, which has  been done! Now onto the “Sympathy Mood” version and the “Serious Mood”  version, which instead of being pleasurable will hurt like a mother! So  these scripts are done. Which means the biggest script of the “Cow-Taur”  transformation is also complete. It should be easy sailing to finish  now ^_^
- Began working on advancing the Pregnancy Scripts again.  Turn 735, Turn 755 and Turn 795 are done. The first and the last talk  about “womb warmth” in various descriptions, so it’ll likely be  different every single time you get to either one of those scripts  because there are at least 10 possibilities of it. You also gain +5  health back for each too. Turn 795 is also the first “8 Month Pregnant”  script. Turn 755 however, is the transition to the next level of  pregnancy. If the player has a “Maternal Speciality” this transition  will drop them in “Extremely Pregnant” the very last pregnancy category,  and in Turn 950. If the player is a non-“Maternal” speciality, this  transition will bring them up to “8 Months Pregnant”. I also have  Placeholders in for the rest of the turns up to “giving birth” and to be  honest, there aren’t many Turns left. We have three turns left in “8  Months” with child movement and “Lactation”, 1 major turn left in  “Extremely Pregnant” dealing with movement and “Lactation” again, and  then three contraction turns and then finally birth! So we’re coming up  on the end of the Pregnancy Scripts. Then I’ll move onto Lactation  Scripts and then Secondary Pregnancy which is closer to “Egg Birthing”  for “Males” and “Females”. “Secondary Pregnancy” will have at least half  the length of pregnancy. I’ll end up creating a Poll about Pregnancy  soon too once it’s fully implemented so I can get some feedback on it.  Hold onto your butts!
- Changed the DDI, PVM, and UNDO codes for this version.
- Fixed a PVM code error. J
- Fixed the weird Load Message “You've relationship with this NPC has become hostile.” It’s not even proper grammar!
-  I have removed “Wait 10” --- I realize that although it’s really  convenient, it can also be really abused by the player with health  regeneration. More importantly though, it sometimes causes scripts to be  skipped over and that can cause countless errors. I have saved the  scripting though and kept it hard coded into the game, so if I can find a  way around these problems, I’ll reinstate it. The “Help Guide” has been  adjusted.
- That should do it for this update! Thank you for your patience through the delay!

Update Day- Apocamorphosis 0.9.2D Public: Cow-Taur Horn TF, 3 Pregnancy Turns + News, 7 Whispering Thicket Races Ready, Skill Descriptions + Passive Abilities Applied, Hannah Greeting Conversation Finished, Modified Player Question Choice Layout, New Lantern/Oil Cartridge Design, Relationship System v2.5, 5 New Rooms, Weapon Overhaul + 5 New Items, Enemy Loot and Search Percentage Increase, PVM (Patron Vending Machine) Added, Minor Changes to DDI, UNDO, and the PVM, Wait 10 Tempoarily Disabled, Whispering T

Comments

Thanks! I try to squeeze as much as I can into each update. If you get confused about anything though, just check out the "Help Guide" in game ^_^ Anything you're having trouble with should be explained there!

Anonynn

Wow this is complex

Inceton games


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