Download it on Itch.io: https://bluefairymediagames.itch.io/patreon-the-restoration-of-aphrodisia
(If that link doesn't work, make sure you integrate your Patreon-Itch accounts first with this link: https://bluefairymediagames.itch.io/patreon-the-restoration-of-aphrodisia/patreon-access )
-------------------------------
V0.7.02 (March 12, 2025)
New game features
- Added attack transformation chance statistic that can increase the chance of an attacker transforming an enemy in battle
-- This calculation is performed once all other calculations are completed
-- This can currently be gained from the Anklet of Matter Morphing
-- Currently no combat attributes add to this chance, similar to Ease of Hit
- Added Incendiary Warbow weapon which has a chance to set enemies on fire
- Added Nightstalker Bow weapon which gives the Umbra Obscura and Midnight Howl combat abilities
- Initiative rolls now affect the number of delay points each battle entity receives per round
-- Each battle entity whose initiative is above the average initiative gains 2 delay point
-- Each entity whose initiative roll is lower than average but greater than the midpoint between the average and lowest iniative gains 1 delay point
-- All other battle entities do not gain any delay points
- The number of delay points now displays on the highlighted battle entity view
- The first time a player presses either the short or long delay button, the delay tutorial prompt is launched to explain the feature
New game content (quests/writing/art/etc):
- Added new battle scene loading background image. Art is by GlobbinArts.
- Added a new battle music track by CaelusWindcat
- Added artwork for Empress Sephora by Luxianne
Miscellaneous:
- Performed some refactoring around battle tilemap parsing and deployment. There should be no functional changes, but as always this could result in new bugs.
- Tweaked the "bumbling farmer" player starting portrait to allow for the standard range of hair colors
- The party's map position is now synced with the game model every game tic
-- This may fix some hard-to-reproduce land-exclusive random events from triggering when the party is sailing
- The party can no longer interact with resource nodes, loot containers, and points of interest while the player is feral
-- Some points of interest will permit feral interaction for the sake of limited quest activity
- To prevent getting stuck, feral players that are knocked out on the map due to low health or high lust have their base form restored upon recovery
- Random events are also blocked from triggering when the player is feral unless it is specifically marked to permit it
- Refactored battle turn delays to use the new battle event queue system. There should be no functional changes, but there could be new bugs
- The battlefield AI will now use short delays when it calculates that there are no options that can damage enemies or help allies
- Adding followers into the party via quest events can now also automatically load them into the event, allowing for their portraits to show up once they official join
- Recruiting mermaids and other followers in Blackjaw Crag should now have them enter the party at the same level as the player
- Performed some refactoring on how barriers and doors interact with pathfinding
-- This was done to (unsuccessfully) track down the persistent "ghost doors" bug, but allows for better future debugging of the issue. No functionality should be different from before, but as always, new bugs could have been introduced
Bugfixes:
- Fix for summon stat display bar below battle entity showing the stats before the summon health/lust penalty is applied
- Fix for negated status effects via a different status effect not being removed from battle entity
- Fix for battle entities showing pre-difficulty-status-effect status during deployment stage of battles
- The map connectors in Greenridge Valley and Ashe Wooods now hide themselves again when certain conditions are not met, mainly main storyline progression
- Fix for AI not correctly factoring in rough terrain when determining when to use abilities that require movement points such as Tail Whip or Dual Pistol Blast
- Fix for combatant status effects running and decrementing each time their turn begins, including turns began after prior delays. They should now only run the first time that combatant's turn comes up per round.
-- In the future, status effects will likely run count down / expiration logic at the end of the turn instead of the start, EXCEPT for those that affect health/lust/movement points such as Bleeding, Rooted, etc.