Search Results for "ember"

[TiTS] Dungeon Hotkeys – Coming ASAP

Hey all, Fen here with a report on our progress. TL;DR: Dhaal’s dungeon has all the pieces loaded in, coded in, and getting polished, but we’re halfway through adding inventory hotkeys for the inventory & shop UIs, and I dare not push a patch until that effort is finished. Hopefully I can patch in a day or two. Details lie below.

Ahhh the classic “snooty aristocrats and their sex-dolls” fight. Note: screenshot was taken during my work yesterday, before final stat values were set for the NPCs.

Yeah, the dungeon is basically there. This week I filled in two more combat encounters (one with four foes, the other with two), polished some of the interaction UIs and buttons, and added new support functions for a generically applicable “restrained” status effect to reduce evasion. Leek whipped up some “Lights Out” puzzles to crack into a safe, coded some bad-ends that Adj wrote last week, and helped me with snapping more of the pieces into place. They’re all there now, save for two enemy descriptions with placeholders and a player-obtainable weapon that needs its final stats set. There’s a lot to this dungeon: more rooms to explore than most, puzzles, optional fights, and a final boss that can be one of three different bosses – some of which have their fights come in multiple formats.

 

A preview from today’s team meeting of the current inventory state. (Thanks, Gedan!)

As you can see above, Gedan has spent the week iterating on hotkeys for the inventory, shop, and drop user interfaces. You’ll be able to navigate the highlighted section around, tab back and forth between shopkeeper inventories and your own, and even jump between categories in UIs that support it with the function keys. It might seem simple at a glance, but there is a LOT to do in order to make sure it feels good to use – like remembering what you have highlighted when you add something to a cart or droplist so that it doesn’t reset when the entire UI redraws. As a keyboard player: I am so fucking jazzed about this. Soon I’ll be able to do inventory stuff left-handed once more!

Thank you for your patience. The content pipe is about to burst just like Kiro poppin’ a nut.

 


[TiTS] Lovin’ Them Starz

Gedupdate

Art by: ototatx (via Discord!)

Another weird week; I caught somebody asking questions about the backer-credits thing and had a sudden realization that I hadn’t gotten around to setting the system back up for the JS port. I jumped on that immediately and combined it with the thinking that we should also be doing a much better job of crediting all the people that have contributed to the game over the years. The list is in no way complete as yet, I’ve been putting the word out and letting people get back to me with the details if they want putting in the credits for any writing, art or coding that they’ve done for us.

If you’re a contributor that hasn’t got the message already, send us a word with how you want crediting in the credits page and we’ll get on it!

After that we didn’t have anything pending in the code-merge queue for new content ready to go out, so I jumped on the first thing at the top of the Ready2Code list and pulled this Love Starz expansion out. Took a little longer to get through than I had hoped, but I stumbled into a few things to tweak along the way and cleaned up a few other bits and pieces as I was getting it together.

Everybody seems to have stuck their face into big, weighty projects all at the same time so there should be some fat new content drops coming along soon!

TiTS 0.9.014:

  • Backer: A weighty expansion to the Love Starz is now available. Once you’ve worked your way through the existing events, the group will split up and head off for their own little vay-cays that the player can stumble across. (Fr0sty & Gedan).
  • Backer: A buttstuff scene for Anyxine as a bonus! (Savin & Leek)
  • Public: Jasvalla is now available to the public; a Dzaan Alpha stalker seeking to make the player her beta. The player can submit outright, make her earn the right to collar them, or have her dealt with by the proper authorities. If the player chooses to submit to her, they will be invited to her home to undergo repeatable training events and eventually a Bad End. You can kick things off by bumping into her in the Tavros elevator, after visiting Mhen’ga at least once. (Nonesuch & Leek)
  • A credits screen has been built to handle all of our staff, contributors and backers. (Gedan)
  • RotateMinigame beams can now properly reach the far edge of the right and top sides of the board when passed into a 4-way-open node. (Gedan)
  • More Dhaal busts should be working and wired up appropriately. (lowercase_donkey)
  • Inseminator Pro should ensure an absolute minimum cum value that won’t potentially break things. (DrunkZombie)
  • Cleaned up some more combat things, including a reworking of Charge Shield that should better format its output. (Fenoxo)
    • [Fen wrote ‘dis part] – Previously charge shield would simply wedge a damage pop-up into the text of enemy’s attack, often with the descriptive output suppressed. There were some real confusing moments this would cause where it would look like you were getting hit harder than you were. I made it proc once per turn max and made it show up in the end of round procs with full descriptive text. I also change the combat initializing code to assign every combatant a unique number so that the charge shield statuses can better “remember” who set them off.
    • [More Fen] Urbolg’s combat will now end if you defeat him, even if his drone is still up.
    • [More Fen] Cleaned up a number of issues with the Queensguard/Taivra fights.
    • [More Fen] Adjustments to HP made via “changeHP” should properly output the HP change in combat.
  • Gabilani Chemists should no longer progressively increase the amount of loot they’re carting around. (DrunkZombie)
  • Roxy should no longer break the buttons during her first encounter. (DrunkZombie)

[Backers | CoC2] Weight on Her

0.5.8 Patch Notes:

  • You can now knock up either Miko or Mai — you can’t do both on a single playthrough, since one of the sisters needs to be responsible! This comes with a ton of new scenes for Mai and revisions to all her old scenes to accommodate her pregnancy. (by Tobs)
  • Brint and Brienne got a gym expansion: you can work out with them, or “work out” with them. If they haven’t cleared the gym’s field yet, remember that they will after it’s been 3 days since you first visited it and you wake up in Hawkethorne. (by Wsan)
  • Matiha’s tower is now accessible from the Ways Between after the dungeon.
  • New preggo Mai busts, and Klem’s harem bust, by Moira
  • New Mai CG by Moira as well.
  • New Berwyn/Mathia CGs if they’re fuckbuddies together at the tower, by AnonArts.

If you like what we’re doing, consider supporting us on Patreon or SubscribeStar! And come hang out on our new Discord!

P.S. If you’ve already done Miko’s path but want to see Mai’s without starting a whole new save, you can hit F12 and slam this into the console:

flags.MAIDENS_PREG_PATH = flags.MAIDENS_PREG_TS = flags.MIKO_PREG_REQ = flags.MIKO_PREG_NUM_KIDS = flags.MIKO_PREG_NUM_BIRTHS = flags.MIKO_PREG_ANN = undefined; PregManager.preg(GLOBALS.PREG_MIKO).debugEndPregnancy();

and you’ll reset Miko to being unbred. Please breed foxes responsibly!


[Backers | CoC2] Stylin’ Like a Mare

I’m pretty dead to the world between muh birthday and Fire Emblem: Three Hopes coming out (which I have been enjoying a great deal), but luckily Drake and Leek are still around to crank out patches and then catch me at 11 PM to put them out.

By the way! SavCo has a new Discord server up to try and cut back on some of the congestion in Fen’s server (which has like 12,000 members now). It’s open to everyone now rather than just backer friends, so come and hop on if you want to share your experiences or ask questions about the game!

0.5.4 Patch Notes:

  • Several new sex scenes are available for your lush and sweet maids at the Wayfort (courtesy of Skow)
  • There are a pair of new marefolk stylists in the encampment which serve much the same function as the Hawkethorne pair, but with their own set of scenes~ (by QuestyRobo)

If you like what we’re doing, consider supporting us on Patreon or SubscribeStar! And definitely come hang out on our new Discord!


[Public | CoC2] Howling in the Dark

Sorry the patch is a little late. Been busy beavers behind the scenes, though! I’ve been working on a fairly extensive batch of tweaks and revisions to the early game that should be hitting soon, aimed at improving the narrative pacing and coherency, especially if you’re doing a low% of content: new and revised talks with Garth, Etheryn, and Cait, and pushing Dog Days up to a Main Story Quest that gates the Alraune’s garden.

Also been hard at work on Ryn’s next companion quest, which has shaped up to be a pretty stout dungeon. Was something like 50 pages of content before even getting to the dungeon, whoops.

For now though, a new enemy mob and some added cuteness for the wayfort.

0.4.41 Patch Notes:

  • You can now hire maids to work at the wayfort through a small quest. Putting a bunch of oversexed monstergirls in cute maid outfits will probably lewd the place up a little~ (By Skow)
  • New enemy encounter: corrupted lupines! Found in the Old Forest after having reached the Frostwood. (By Jstar) (Coded by Squishy)
  • New Item: Lingering Embers. Bought from Leorah and acquired from a few humanoid enemies as loot. Acts as a quick return to your last waystone (or the Frost Hound, in the early game). Not usable in dungeons.
  • New Busts: Gnoll Princess, Incubus Blackguard, Talsenne

New Since Last Public Patch:

  • New Quest: The Ring of Fate, gained from Calise after completing her previous quest.
  • New Quest: The High Ground, gained from Brother Sanders after finishing Gweyr’s quest line. Has substantial variations for Liaden being in town, and for Dark Knight PCs.
  • New NPC: Kaina, in the Glacial Rift.
  • New Scenes: Kas Suck & Fuck, Brint Kneeling Doggy, Livrea Pussy 69
  • There is a new option for sending error reports. It is OFF by default. There is an AUTO setting that will automatically send error reports when errors happen, or a PROMPT mode which requires you to hit a Report button from the crash screen.

If you like what we’re doing, consider supporting us on Patreon or SubscribeStar!


TiTSy Updoots

This Gianna mating press image was added too, drawn by Kay_Oh_Eye

My apologies for not getting you guys more updates sooner. Some family events kept me away from the keyboard for ~5 days, but luckily for me, we have a actual team these days. Our TiTS keep growing long after puberty!

Changelog:

  • [HOTFIX] Fixed an “undefined bet” crash in blackjack.
  • [HOTFIX] Fixed Olympia equipping a SteeleTech suit.
  • [HOTFIX] Fixed Kimber’s missing panty data.
  • [HOTFIX] Fixed several issues in wall slut content.
  • [HOTFIX] Fixed lip tease color list.
  • [HOTFIX] Fixed several incorrect Ardia checks relating to her currently equipped armor (Steeletech Suit).
  • [HOTFIX] Fixed a typo in Siegwulfe’s pregnancy handler.
  • [HOTFIX] The Spearhead SS’s room descriptions have been filled in.
  • [HOTFIX] Anno Petplay now has a number of illustrations (7 total).
  • [HOTFIX] Futa Anno Petplay now has a number of illustrations (7 total). (Anno Futa transformation not yet available.)
  • [HOTFIX] Anno Petplay should now function, instead of exploding horribly.
  • [HOTFIX] Fix Kiro & Bimbo Kiro both appearing.
  • [HOTFIX] Fix mannequin displaying incorrect femininity.
  • [HOTFIX] Fixes for numerous pregnancy bugs.
  • [HOTFIX] Fixed a “Buttslutinator” issue.
  • [HOTFIX] Fixed Perdita softlocks.
  • [HOTFIX] Fixed bored jumper birth softlock.
  • [HOTFIX] Fixed Kase capacity checking.
  • [HOTFIX] A fix for Map errors.
  • [HOTFIX] The Bored Jumper 69 loss scene now comes with two CG images.
  • [HOTFIX] The Bored Jumper tit-fuck scene now comes with a CG.
  • [HOTFIX] The Bored Jumper Cow-girl scene now comes with two CGs.
  • [HOTFIX] The Raskvel Dockmaster face-sitting scene now has a CG.
  • [HOTFIX] Other corrections across ~60 files.
  • A lot of refinements to our image processing tools for busts and inline images (the ones that pop-up in scenes) got made to hopefully get everything playing together nicer.
  • Bimbo Kiro’s content has been ported and activated in the javascript version.
  • Gedan took a pass through to backport some of the changes the flash version got after the port was started. This should have brought us most of the way inline with the final flash build. (Seriously, she touched a LOT of code.)
  • Gedan rebuilt the blackjack minigame for new awesomeness, including custom card art that Jacques00 provided (though I am unsure if that part is in yet)
  • Save importing and updating was touched up and hopefully finalized.
  • Added some new map icons.
  • The “Crew” menu should now automatically split up into submenus once you have more than 14 crew members.
  • Other menus that had more than 14 buttons should be split up using a similar technique. (Thanks, lowercase-donkey!)
  • Hostile female korgonne nude bust restored.
  • Added commas to the values on the checkout screen.
  • There is now a “Give All” button for depositing Savicite with Beatrice.
  • Fixes for moving the PC to the frostwyrm’s lair.
  • Returning the nogwich should work as intended.
  • Fixes for Bianca’s “Coat” bust variant not displaying.
  • Fixed a possible infinite loop that got introduced when loading genitalia.
  • Fixes for combat test attempting to display in the main output window instead of the new fandangled combat screen.
  • Numerous fixes for Anno’s follower content.
  • Fixed some “isCrew” checks to use the new format.
  • Fixed flying to Myrellion after a semi-apocalyptic event.
  • Fixes for the “Invisiharness”
  • Fixes for unreleased Dhaal content. Not much point in going deep in these since you guys will only ever see them post-fix.
  • Map icon improvements for Kara/Karaquest.
  • Removed the “ONBOARD_SHIP” flag from the game code, since we no longer need to use it to determine if a room is on the ship.
  • Map/movement fixes for Kimberquest.
  • Typo fixes.

TiTS-JS Update: Just In Kase

Good evening, and good upcoming weekend! As you can see below, we’re still making tons of sweeping changes that introduce whole swathes of bugs and crash even more. Lowercase donkey has been absolutely pounding away at the codebase to knock down the total number of bugs and tracking down systematic things to fix across the game. Meanwhile, I’ve been bouncing between spraying raid into the cracks and doing what I can to keep up with admin tasks like payment errors or tax paperwork.

I don’t want to spoil too much of what the team is up to, but I will say that Savin has been working on the Brightwater version of Dhaal’s probe quest. I’m excited to dig into it.

I may append some hotfixes to this as the night and weekend roll on. If I do, I’ll try to edit the changelog with some bolded “edit:” notes.

Love you guys <3

TiTS Javascript Version Changelog (#1158):

  • Edit (1180+): Improvements were made to Treatment transformation stability.
  • Edit (1180+): Fixed a possible crash in Gobbles the holiday turkey-girl.
  • Edit (1180+): Bess got a possible crash fixed.
  • Edit (1180+): Yancy got a possible crash fixed.
  • Edit (1180+): Siegewulf got an identical twin or two pulled out of the codebase and some additional fixes applied.
  • Edit (1180+): Some under the hood stuff to update saves with newer changes to the save file format.
  • Edit (1180+): Anno’s follower shop should now be set up.
  • Edit (1180+): Piercings are able to be equipped without crashing again! Cocksocks should work too, though they have not been tested yet.
  • Edit (1180+): Fixed a crash with Erra’s collar scene.
  • Edit (1180+): Verusha’s scenes that move the PC to the bar should now move the PC to the bar (and other Tarkus content that moves to that location should also be fixed!)
  • Edit (1180+): Lane should no longer pay or take payment in strange fractional credit values.
  • Edit (1180+): Fixed a crash in the player character’s appearance screen related to attempting to access accessory data incorrectly.
  • Edit (1180+): Ship storage should now report its fullness per category more effectively.
  • Edit (1180+): Fixed crashes related to the “nippleWidthRatioUnlocked” function in: ReductPro, DracoGuard, Lion-Os, Lip Tease, and the milk thief on Dhaal.
  • Edit (1180+): A full screen toggle button has been added to the corner of the main menu.
  • Edit (1180+): More fixes to Goo Armor (Nova) to accurately reference the correct creature object instead of a random Tarkus gray goo.
  • Edit (1163+): Ship combat was re-enabled somehow and crashing you guys hard. It should be turned off again (refresh!)
  • Edit (1163+): Haley’s creature data was never ported over, which meant she was pretty much guaranteed to cause crashes. I’ve resolved that issue but not had time to bang on her content. Interact with Haley at your own risk!
  • Reorganized how crew members are tracked as being recruited so that it’s directly attached to them in the code – anno.isCrew() instead of a random “annoIsCrew()” function floating around somewhere.
  • Kase got a proper stat block to hang his crew checks from, which should also fix some crashes he had elsewhere.
  • The Treatment’s transformation events and associated data has been migrated into the item object instead of left floating in its own file. Ideally there should be no discernable change to you.
  • The “delete save” button was adjusted slightly.
  • Map errors should include more information. This one shouldn’t matter to you guys, since the maps for zones usually work before we ship them out to you.
  • The Masturbation menu now has subcategories to better handle characters with an excessive amount of masturbatory option. “Repeat” and “Random” will still be on the top level to enable quick lust resets without an excess of player input.
  • More work under the hood was done to get ship combat ready.
  • Zil Nigh the Science Bi has been ported to JS (A porn parody for the smut menu.)
  • Fixes for the Dong Designer / Cockbox
  • Fixes for Bianca’s store.
  • Formatting for an absolute butt-ton of buttons has been corrected, solving a ton of potential crashes.
  • I cleaned up a bunch of references to the now-defunct “cockSelect” function and corrected them to use “penisRouter”. This should prevent a number of crashes in Zheng Shi’s content in the future.
  • Fixed the Dong Designer booting you back to ship storage instead of the main interface when leaving.
  • Fixed some Mitzi crashes.
  • Fixed Nym-Foe attack crashes.
  • Fixes for the plantation quest on Mhen’ga.
  • Fixed a crash for goo pc’s.
  • Fixed an exploit that allowed players to skip from creation straight to Tavros.
  • The layered hairstyle no longer breaks hair descriptions.
  • Fixed a crash in Bimbo Penny’s menu.
  • Turning off inline images no longer causes the game to crash when you would encounter one.
  • Fixed a glitch in the randomizer function that would allow it to roll negative values in very specific situations.
  • Lots of cleanup for title text of rooms of characters.
  • Lots of other changes too numerous or inscrutable to note here. Sometimes you look at the list of code changes, and there’s one labelled “fixes” that modifies 100+ things across 36 files, and you know your time would be better spent climbing back into the bug pit.


[Backers & Public] Great Boogity Moogity

Before the changelog, a note from Gedan:

If you’re wondering why there seem to be so many issues lurking around every corner, here is a little insight into what has been happening:

Actionscript3 (The language the game was originally built in) and Javascript are very similar – so similar in fact, that the code almost works entirely with some simple find & replace action to remove Type data. The problem is the bits that don’t work look almost like completely normal Javascript work, so it can be difficult to pick them out without executing them and making them blow up. A couple of months ago I dug into building out an actual automated testing system, and I have a couple of tests written and working but they cover virtually none of the game considering its size – and with so much core functionality to still get working right, it’s difficult to justify spending the time on extending these tests to do much of anything right now. I have a couple ideas that maybe I can pull off over the course of a day or two, but they’d be coming after core systems are done no matter.

What doesn’t work though is “Cyclic Dependencies”, essentially when two different files in our codebase reference each other either directly, or through a chain of other files. In AS3 this didn’t matter, and over time, a lot of functionality was built around the fact that it didn’t matter – we have a lot of system manager classes that manage unique descendent processors, but those descedent processors sometimes need to reach back up to the system manager to execute defaults or shared functions. Whilst this would just work under AS3, now we need to fix it, either through dependency injection or removing the cyclic calls, or crushing all of the cyclic calls into the same file.

Fixing cyclic dependencies lead me down the garden path and resulted in me completely reorganizing all of the game content files. Doing this has allowed me to slice up the games content into blocks, called modules, that can be compiled and loaded independently from each other – the idea here is if we don’t make changes to the Tarkus module during an update, then the Tarkus module doesn’t need to be changed at all, then if you browser has a cached version of that module from the last time you played then it’ll be pulled from there…. There are caveats to the caching, but that’s a conversation for another day! What’s important is the fact that we have modules, not all the modules will be available, and we spent a long time implementing things assuming it just ended up as one fat bundle of code. With modules I’ve been able to turn off the ones that aren’t stable enough yet for play, which in turn hides those planets from the Fly menu – but there may be support functions of various types that are in those modules that needs to be moved around. A lot of them have been caught and shifted, but not all of them.

Javascript has moved on a lot from the days when AS3 was first conceived and it’s added some nice features along the way, things we couldn’t code – or would be extremely annoying to code – under AS3. As an example, the way we handled buttons under AS3 looked a lot like this:

addButton(index, "Button Name", functionToExecute, argumentsWeMightWant, "Tooltip Title", "The bulk body of the tooltip we want displayed.");

Now, most functions didn’t need an argument passed to them, but if we wanted to specify a tooltip on a button like this, we’d have to remember to stuff a none-value in that position. And if we wanted more arguments, we had to stuff things into an array and pass that, which made remembering where things were in the array an annoying task on the recieving end. The solution would have been to use “closures”, but the syntax for doing it in AS3 was unwieldy at best. The same could be said about Javascript, at least, until the Fat Arrow was added:

addButton(index, "Button Name", () => functionToExecute(arguments, we, want), "Tooltip Title", "The bulk body of the tooltip we want displayed.");

A subtle change, but this was a decision I made early. I think in the long run that it’s going to be beneficial to building future content but it means changing EVERY existing addButton call across the entire game, and sometimes the functions on the recieving end to change them from expecting an array stuffed full of arguments to seperate parameters.

The way our map data was structured has bugged me for a long, long time. It was already set in stone pretty much by the time I came on board and I didn’t want to rock the boat without a good reason. The good reasons have been found over time, and whilst the task was going to be monumental to fix the structure that we had used for a couple thousand rooms so far… I bit the bullet and went for it; so much of the games code is already having to be retouched anyway, that throwing the map structure on the pile is just a bit more work again. This has afforded us the ability to performantly display much larger areas of the map – in the past, our little limited 7×5 view was purely constrained by the processing time of updating the display, but now things are fast enough that we could render the whole planet map and use it as an interface to move around if we so desired. I did a little test to satisfy my own curiosity this week and, well…


Made it through all that? Good. This is Fen, and this is the changelog my exhausted brain barfed out.

TiTS-JS Changelog (#1131):

  • Several fixes were applied to how child/birth data is stored. As a result, children stored at the nursery previously had to be reset.
  • The javascript version now has the ability to override what gender the game uses for you, just like the flash one.
  • Work on a “click-to-move” system for the map has been started by Geddy. It’s not available in these releases yet, but a lot of under the hood work was done toward that possible goal.
  • Aliss’s sex menu is no longer automatically unlocked. The tooltip for the disabled button now shows a useful hint for how to unlock it. Aliss’s lust gain when trying on outfits will also be displayed (as well as her current lust). Additionally, after unlocking sex with Aliss, she no longer has a minimum lust requirement.
  • Corrected the formatting on ~80 of Siegwulfe’s button prompts that could potentially cause crashes, though I am aware more bugs remain…
  • Fixed a crash with lapinara pregnancy.
  • Various small UI fixes for inventory systems.
  • Fixed a crash in Bianca’s fingering the PC scene.
  • Fixed a crash in the combat menu with the sense menu.
  • Fixed possible goo armor crash.
  • Fixed possible Ardia crash.
  • Lots of updates and fixes for Amber.
  • Lots of updates and fixes for Mitzi.
  • Corrected “hasCockSock” having its arguments set up in the wrong order.
  • Milk thief crash fixes.
  • Zaika hydra crash fix.
  • Gastigoth crash fix.
  • Two Syri crash fixes.
  • Cleaned up bonus menus in Myrellion so they don’t crash when we release it.
  • Fixed a crash with Erika.
  • A ton of buttons that use the various bodypart routing utility functions have been updated & fixed (58 changed files)
  • Starchild crash fix.
  • [pc.goin] -> [pc.groin]
  • Several fixes for the dong designer.
  • Fixed a duplication issue with strange eggs.
  • Fixes for the maxOutLust utility function.
  • Getting throbb from crew Penny should now unlock the Codex entry for it.
  • Fixed many calls to “loadInCunt” having their arguments in the wrong order.
  • Fixed an Anno crash.
  • Fixed some inventory-related bugs.
  • A bunch more fixes.
  • Even more fixes for unreleased content (Uveto, Myrellion, etc).

As always, if you like the game and like what we’re doing, you can always support us on Patreon or SubscribeStar! And if not, well, the free builds will still be here (eventually)!


[Backers | CoC2] Cow Date!

Now to get some quality time with the junior member of Casa Brint.

0.4.17 Patch Notes:

  • You can now train with Rina, Brint/enne’s sister, and take her out on a date! Gotta do training 4 times before you can flirt with her. There is a tremendous amount of variation in these scenes, so they’re going to come out a bit slowly.
  • Two of those variations have a new CG if you also have Brienne!

Another patch will be out in just a few days with more!

If you like what we’re doing, you can become a backer and help the game’s development on…
… Patreon!
… Sponsus!
… or SubscribeStar!


TiTS Update

TL;DR Edition: Big reorganization complete. Savin/Gedan/Adjatha are all taking up some heavy lifting in the company. I plotted out the entire myrellion peace quest in bullet points, might write it soon since it isn’t smutty. We’ve largely settled on some core parts of how we would like to end the game and wrap up some plot threads. New bugfix pub patch tonight with some bust art updates. IT’S OUT! (You can eyeball the discord announcement channel as well, accessible from the chat link above.)


Full Report: After a post that I can only really describe as necessary TMI, I did a lot of soul searching and finally delegated some of my responsilibies to team members. I had the terrible combination of becoming largely sexually desensitized and then trapping myself in a negative feedback loop about not getting things done and then feeling bad about not getting things done. I had to break that cycle, and I fucking have.

This week I’ve finally blocked out the entirety of the Myrellion peace path. I know every event that needs to happen and the broad strokes of how it will proceed and exactly which NPCs will be touched along the way. The bullet point version takes up two full pages already. Also worked out were more details on mysterious NPCs like the owner of KihaCorp – who I had two full breakdowns of potential options for before changing gears to go with something Adjatha & Savin brought to my attention. Of course, I can’t share those details quite yet without spoilering future works.

One idea I slipped into the doc that I’d like to weave into the game if possible is that Celise saved Victor from an assassination or kidnapping attempt at some point in the past, which further cements why he would go so far as push her along with you on your quest. I don’t mind sharing this one since it’s so small and might not ultimately make it into the game, but it’s a nice connection to think about.

We spent two full hours in meetings today going over all of this. Adjatha is going to be stepping up to help review and make decisions on event submissions as well as ensuring the team’s writing maintains the game’s tone. Savin is going to be managing writing commissions and helping me keep the details of the lore & universe straight. Gedan is more officially being named as the code director & architect – a long overdue promotion since she has basically been doing this already. Together the big three and I will collaboratively maintain forward momentum with TiTS and manage the rest of the staff. (Also they get more $$$!)

My immediate future is going to be in the bug fixing mines. More than five pages of new bugs have piled up since my last proper pass on the forums thanks to the tireless efforts of the community, and I’m going to get them cleared. Next week’s meetings should allow us to refine our focus further, but don’t be fooled into thinking I have nothing of merit to share. Those of you keeping an eye on my twitter will have seen some previews of some of the updates from the javascript team, and I’m going to dig into those next!


The options screen is coming together really quickly, and thanks to the addition of subheadings, it no longer needs to be crowded together on one page!
You can see that some familiar controls are returning as well…
We also have the ability to order the bust artists priority to your whims – or just turn the art off entirely if you prefer to stick to your own imagination. (The blank buttons are a known display issue on chrome that will be fixed soon.)
Custom color schemes are a feature we wanted to have from the get-go, but due to my… unique coding style never got a chance to see the light of day. Now we have it functional in game. It’s possible to turn the entire screen day-glow pink if you want, and a built-in color picker should help those unfamiliar with the hexadecimal color codes when it comes to selecting colors.
Leek has a few more options he intends to wire up, after which he will be moving on to working on the level up screen.

DISCLAIMER: the below screenshot is a mock-up, not a game capture like the above.

Jacques00 is going to be doing some icons for each class to have, and some of the formatting may change, but getting these systems working in game is Leek’s next task. We talked about adding supercripted ‘?’s next to the stats there so you can mouse over and get a better description of what the stats do – I’ll need to get on writing them sooner than later I suspect.

After seeing all of that, you might ask about what Gedan is up to. That’s understandible, but the answers almost entirely land under the hood. For most of the week I couldn’t even open the game because of some changes she made to the preloader screwed with Chrome, and she’s been a busy bee chasing down legacy bugs revealed by the port and making sure that the data structures and organization will be mature enough to avoid us having to make a bunch of knee-jerk save formatting changes once it hits public hands. Also: ships. There’s a whole lot to work on there, and she’s making them work better (or at least more correctly) than ever before.

Did you know that ships were programmed in as NPCs, with the NPC stats mapped to the ship stats? So if you wanted to check a ship’s speed, it might be stored as a piece of data in the “reflexes” field. That shouldn’t be the case going forward and should make touching that content a little less painful.


Whew! This post certainly grew into proportions to rival Tank Kannon, but I’ll wrap it up here. The public patch for TiTS will catch an update tonight (probably into the AM hours…) with some bug fixes and new art, and the changelog is live! Thanks guys. For the first time in a long time, sitting down to TiTS has felt… almost effortless. Really, thanks for sticking with us.

0.8.154 Changelog:

  • New busts: Burt, Doctor Po, the Orgasmender, the Sleep Fapnea Machine, and the Dick Designer.
  • It is no longer possible for ‘tuars without a penis to get locked in Pink’s sex menu. (She’s one of the Love Starz.) It should block you outright from selecting “Sex”.
  • Bimbo Kiro should now appear nude at all times, as she is wont to do.
  • An uncoded variation in one of Ardia’s scenes has been corrected. Previously both variants would display at once with a ‘/’ in the middle.
  • Capacity checks for Kaede have been properly standardized by adding a proper statblock for her. Previously they varied from 250-370 depending on which scene you asked!
  • Some errors with the Inseminator Pro have been fixed.
  • Starchild’s tail-cock scenes should no longer error out at every attempt to describe the scene’s star organ.
  • Several smaller typos and grammatical errors have been fixed, as well as some poorly applied bold and italics in some tooltips.
  • A version with some images embedded in scenes and the ability to zoom in on character art is available, and for now, you still need a stand-alone flash player to play it. We sadly can’t pack it with the .exe wrapper we use due to incompatibilities in the coding techniques.

That’s one page of bug reports down (well, mostly. A few of them I need replies on…) and many more to go… No Patreon/SubscriberStar plug here today. I want to get more done before we resume shilling!


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