XaiJu
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Xenospermia 4/10/23

https://flagcatcher.itch.io/xeno-test
pass: test

Cheats version!


This week's fancy new feature is the ability to play as 'Human' Chel. You can swap sprites at the top sidebar at the beginning intro, or by going to Genetics -> Appearance. I've revamped a lotta abilities especially the psychic ones. The patreon/substar version has ch34ts which allow you to unlock those abilities early (I haven't actually put in their learnable progression/items/etc. yet lol)

4/5/23
Fixed t4r4's sprite resizing
Tweaked text load times for T4r4
Added a few comments/text to t4r4's battle text
EN-series, warmed/chilled Formulas now factor atk count

4/6/23
Fixed victory screen rotation
Increased support for alternate sprites/leader sprites
Human Chel sprite set added, will need some tweaks later
Human alt look added for the cinematics/intro/etc.

4/8/23
Reworked Focus, no longer possible to become 'veryfocused' (which allowed you to concentrate powers for an extra turn for a further boost). Also, taking 10+ damage breaks focus early.
Now Focus also improves Attack (by granting your next Attack an extra hit, usually +100% damage).
Psi abilities have been reworked thusly:
PsiShield now grants Bulletproof, Shockproof, Fireproof (Instead of only when Veryfocused)
No change to PsiWall
No change to PsiBlade
No change to PsiCure
PsiQuiet now inflicts Sealed and Deafened right away instead of needing to Focus before the latter's also inflicted. Now Snoozed only requires Focused. No duration change to that Snooze so pretty much a straight upgrade.
PsiDark now inflicts Blinded right away, and Focus inflicts Scared instead of Blinded. Durations decreased by 1 turn each (Cause one turn less required to inflict!)
Fixed a bug which made certain psi abilities unable to select targets
Fixed a bug which stopped scared targets from, well, being scared
Confused now correctly has a 50% chance to break
Buffs now state which ability cures them.
Status effects now use a 'master formula' module, which makes things cleaner. Doing this allowed me to implement a new status effect (Calmed) which prevents 1 mental status effect before being 'consumed'. Additionally, the text now specifies whether the effect was resisted or simply 'missed'. This module would allow me to modify odds of hitting later if I wanted, in case I wanted duration/odds scaling for bosses. The most important change though is that inflicting status effects can now increase your stat (Brains) as well as the victim's.
As part of this change, PsiCure now cures 6 more debuffs right out the box (blinded, deafened, tired, snoozed, shocked, numbed), and the Focused version grants temp immunity to those debuffs.
Threw in a little tweak to prevent excessive DNA/stat point gains from 'multi-attack/damage' moves.

4/9/23
Fixed a visual glitch that had PsiCure appear twice in the menu when confused and able to act normally
No longer able to 'cancel out/reroll' of confusion by canceling your selection.
Fixed glitch that made Dryads immune to Scared, etc.
Enemies can now be Charmed. This will make them target allies instead of enemies for attacks, and enemies instead of allies for healing. Also! If there's no eligible target, then it will simply do nothing instead of attacking itself.
Added PsiTurn, which inflicts confuse, charmed if focused
Suckerbell now immune to blinded/deafened (because no eyes/ears)
Added PsiHowl, which deals 5 (10 if focused) mental damage to each enemy, hitting all enemies. 50% chance to deal Deafened for 2 turns, +50% duration/likelihood if focused. If the target is immune to deaf or already deaf, they are skipped.
PsiQuiet and PsiDark now check if target is already deafened/blinded in the first place, in which case they fail. This prevents 'staleness' from spamming the ability again and again.
Fixed epigenetics menu being blocked by big sprites (snake, frog), for real this time
Added tooltips/info to Epigenetics menu
Fixed an issue with shadows/silhouettes which capped their height
Suckerbell and Slimehound are now immune to Bleeding
Added PsiBleed - Minor psychic damage but highly accurate and inflicts Bleeding (50% odds)
Vore damage now breaks focus
Fixed visual glitch which made enemies 'revive' when they died of DoT like poison just before player's turn
Fixed visual glitch when opening status menu in-battle via bottom right button
Fixed glitch that caused in-battle use of status menu to mess with stuff in the fight proper, basically.

4/10/23
Catch likelihood now displayed, catch rework ongoing
I've darkened the lower middle menu in VN/out-of-battle mode from 50% opacity to 90% opacity (because y'all loved dunking on me for green on green.) If the black ends up obscuring any booba, not my fault, you've made your bed now lie on it lmao
Added surrender button to top menu bar in battle
Fixed oversight which allowed creatures not in the same clade to reproduce
Fixed aliasing bug when breeding
Breeding imperfect hybrids makes them inherit both parents' immunities
Small changes to sprite positioning (Ally and Enemy sides closer)
RestoreHP now has 4 turn cooldown between procs.
Implemented a buncha changes to weapon types (pistol, smg, rifle, etc.) which are in game proper yet, but will eventually be (for other party members etc.)


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