XaiJu
LucidLustGame
LucidLustGame

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Lucid Lust v0.4.8M (Windows 64-bit)

Lucid Lust v0.4.8M - AKA 1st Anniversary Update

SUPPORTER DOWNLOAD POST

It's been a year to the day since I started working full-time on this project. My personal life had ups and downs, and I was even hospitalized at one point haha! Project-wise, the worst problem I got was a complete UI scramble due to a bad Editor plugin I was using, this tarnished my inner fire for several weeks haha. But apart from that, I loved almost every day I worked on Lucid Lust, and for some first-year statistics: I've worked around 1850-1900 hours in 274 working days. I will do my best to do even better for the second year!

Your support has been incredible. The project would not be where it is if it were not for your amazing support. I want to thank you all very much, whether you have just arrived or have supported me since the first days. You mean a lot to me. Again, thank you so much for believing in the project and me, and I hope you will be happy with the project's evolution! I love you! ♥

Now for the changelog!

Go limitless

Previously, you could only play with pre-coded "safe" slider values, and an (unclear) off-limit toggle switch was letting you go a little bit beyond those set limits. This has been fully reworked and is now replaced with a new TRUE off-limits system, simply enter the value you desire in the box input to make any slider go up (or down) to that number.

Better yet, this new value is now the new slider's maximum/minimum so you can play with it to still get a precise result. Not happy with the new limit you set? Simply type another value! Also, if you type any value that would be in between the old limits (for example, zero), the slider will come back to its old self. This is the easiest and most intuitive truly off-limit system I could come up with, and I hope you will like it! Also, shape sliders are now instantiated during runtime, this will add new possibilities in the future (e.g.: mod support for shapes)!

New Piercings System

Made a new CPU skinning system for piercings to go along the new limitless system, now piercings will follow vertexes, meaning that face piercings are now possible and will be precisely and dynamically animated along facial animations and deformations!

When selecting a piercing zone, a small blue transparent orb will appear to show you the exact attachment point of the said piercing. For now, only the lips zones are selectable, this is because I want to have users' feedback on the new piercings system before implementing it everywhere!

The arbitrary goal I've fixed for the new piercing attachment system is 18 face piercings + 10 ear piercings, you can see those decided piercing zones highlighted in yellow on the pink picture I posted along with this post. If any of you feel like 28 head-piercing zones is not enough, please let me know haha!

Adding stuff, optimizing, and staying future-proof

I've been working a lot on new systems to add more realism and freedom to every creation process, but some of these new implementations (e.g: the new hair system) needed more calculations from the GPU. People with low-end GPUs who could run the game before couldn't suddenly because of the new demanding GPU tasks of the latest version, so I thought about the biggest GPU workload: the rendering itself! So now I added a new optimization option to the main menu Settings called "Render Quality", this is the first iteration and can be improved even more later! You should now be able to select the render quality of the game's cameras, from the default unprocessed 100% quality to the 35% treated! I hope that you will like this new addition, and I encourage you to try it even if you don't "need" it, just to see how many FPS you can gain (and to also tell me if it's working for you haha).

New Options

Mod support improved

Now, you can easily have multiple mods with the same name in-game. A new function added to the mod is an annotation system. If you name your mod "Clown Face#123", only the "Clown Face" will be set as the title of your selectable item.

For example, these files can coexist while showing the same name in-game:

If you want to have color selection squares like there are for non-mod selectables, now you can too! All you need to do is to add a hex color code between brackets [] at the end of every texture named the same. If textures named the same have a color code, then they will have color squares for easy selection! Of course, you are not obliged to make color variants, you could simply have several textures in one selection button for easy access.

Example:

Will show one option named "Face Tattoo" with only one .jpg selection texture named "Face_Tattoo#Pack1.jpg" with 3 colored squares that will enable the selection of the three said textures.

I added a full-face makeup mod called Dancing_Clown#byLucidDev to this version to demonstrate this new feature. Mods are still located at [Lucid Lust_Data/mods/..], please ignore the new mods subfolders for now, they are not fully implemented yet.

Quality of Life

Fixed Bugs

Known Issues

Lucid Lust v0.4.8M (Windows 64-bit) Lucid Lust v0.4.8M (Windows 64-bit) Lucid Lust v0.4.8M (Windows 64-bit) Lucid Lust v0.4.8M (Windows 64-bit) Lucid Lust v0.4.8M (Windows 64-bit) Lucid Lust v0.4.8M (Windows 64-bit) Lucid Lust v0.4.8M (Windows 64-bit)

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