[TiTS] Insert Funny Post Name Update

Cheeky late Sunday update!

Ardia expansion is going live for Backers with this – keep in mind that it is designed for ardia domlevels lower than 6. Once you’ve visited her folks at least once, the next time you’re warming Ardia’s bed Ardia is warming your bed, you’ll get a little treat and an offer to visit her home again.

TiTS 0.9.001 Release Notes:

  • Backers: Ardia’s low-dom expansion is now available.
  • Haleypreg should be more resilient. (DrunkZombie)
  • Various mimbrane tweaks. (Lowercase_Donkey)
  • Tail Genitals have been cleaned up. Much of the data relating to tail genitals was reworked right on the cusp of us moving over to the JS port, and there was a lot of things that needed tweaking to fully account for their new structure. (Gedan)
  • A variety of scenes written by Will and scattered around the game. (William & Leek)
  • Slightly improved cache-control headers, hopefully better avoiding issues where peoples browsers refused to see a new version of the game. (Gedan)
  • Random ship fights have been re-enabled. (Gedan)
  • Evenings talk menu should work properly. (Gedan)
  • The Great Majin should work properly. (Gedan)
  • AoE attacks should no longer cause a crash in combat. (Gedan)
  • A second means of getting duplicate Siegwulfes should no longer occur. (Gedan)
  • Riley should no longer trigger too often. (Gedan)
  • The ship installables menu should now be in the installables-tagged room and not storage. (Gedan)
  • Results of Event Whorizon should be more verbosely inspected to drive access to Syri Hellhound. (Gedan)
  • The pool in Ten Ton Gym should no longer leave you with the Temporary Nudity Cheat, nor should it allow you to leave the pool room in this state. (Gedan)
  • Anno’s bust should properly update depending on her clothing state. (Gedan)

Shoved some hotfixes out of the door too. Version numbers the same but with a higher build number

TiTS 0.9.001, Builds 2018 and up:

  • Removed some duplicated fixed tail genital stats output. (Gedan)
  • Some parser tags used for Syri got cleaned up. There’s still some work to do on a few others. (Leek)
  • Leithacharm had some logic fixes. (Donkey)
  • Under some circumstances, when using implants with physique penalties, it was possible to get a double penalty. This should be resolved. (Fenoxo & Gedan)
  • The system used to handle NPC ships in hangars that the player can interact with has been overhauled. This should fix the remainder of issues with Great Majin, but it will require it’s location to cycle one more time for the data to fix itself. (Gedan)
  • Mitzi more aggressively filters the items she can wear. This fixes an instance where you could have given her the OmniSuit collar in the Flash version, but if she attempts to wear it in the JS version – via an imported save – causes a crash because it is no longer a valid armor slot item. If you had previously given her the collar you can still get it back from her, she just won’t randomly attempt to wear it nor can the player tell her to wear it. (Gedan)
  • More AoE explosion output fixes. (Gedan)
  • The level up UI now ignores fractional stat values when near the cap, allowing you to actually cap your stats up to the max. (Gedan)
  • Syri’s OmegaOil applications should now run as expected. Existing applications will take 7 and a half days, new applications will expire after 3. (Gedan)
  • A bunch of tweaks to fix bust presence through KiroQuest: Po Edition. The full fixes will require us to clear out our built image cache, which will happen on the next “full” build rather than a hotfix. (Gedan)
  • Many instances where you could repeatedly activate a button that used to disable itself after the first activation should now work as expected. The Extort button after random ship combat is a good example of this pattern. (Gedan)
  • More ship combat crashes should be fixed, specifically those relating to “statusEffectv1” and similar. (Gedan)

[TiTS] It’s a real human bean

A weekend and a bits worth of digging into some spicy bugs, along with an opportunity to test somethin’ else cooking in the background – this is the trial by fire release for a behind-the-scenes feature that we’ll be using in the future.

Whilst we’ve been porting everything over to Javascript, we’ve used the module layout that the code has taken as part of the re-organisation to turn whole chunks of content off on a planet-by-planet basis. It hasn’t been perfect and it’s raised a few issues here and there but those are basically all down to the fact we moved from “everything exists everywhere” to nice little seperable blocks of stuff that we can glue together when the game loads. This is how we’ve been disabling planets for public releases that the backer releases still have access to, but our ability to do this was one hundred percent down to the convenient nature of those modules.

With Dhaal now going public, we no longer had that power (at least not until we get to adding another new planet…) – but having the ability to do side-by-side releases whilst maintaining a difference in content has been nice. So now we have a system we can use to handle it in a more granular fashion.

To wit, I coded a relatively small Ardia expansion and used the system to only enable it in development builds (and in the process built a custom VS Code extension…). There should, in theory, be no trace of it in the public and backer builds – but me talking about it is an invitation to see if you can find any trace of it regardless.

TiTS 0.9.000 Release Notes:

  • The version number is now a real number to demark our shift from predominantly porting, to primarily expanding. The number was selected to make it clear that the JS builds are much more recent than the last Flash build.
  • Public releases now have access to Dhaal. There should not currently be a disparity in content between backer and public versions.
  • Achievements have had a few fixes, and the historical unlocking system has been enabled. Their unlock state should save and load properly. (Gedan)
  • A collection of issues relating to the drop list and “reverting inventory” should be fixed. I think I understand the root cause of how this was happening, but it’s possible that I missed some edge cases about when it can happen. (Gedan)
  • Vendors that use non-standard credits should display this more obviously. (Gedan)
  • All instances of fractional credit display in shops should be fixed. (Gedan)
  • The Blade should no longer cause crashes in combat. (Gedan)
  • The Moondast map should once again consist of euclidean space. (Gedan)
  • The mail system now supports buttons related to the displayed content. (DrunkZombie)
  • A variety of bust displays have been tweaked around the game, too numerous to properly detail. (Lowercase_donkey & Gedan)
  • In some circumstances the inventory buttons can disagree with the item actually selected; an attempt has been made to avoid crashes caused by this, but the underlying mismatch may still occur. This is the root cause of “useFunction must be overridden” crashes. (Gedan)
  • Internal Tooling: A custom VS Code extension to help speed up the process of scene coding and a baseline for generating useful metadata extracted from the build. (Gedan)

[TiTS] Achieve This

Chef Gedanne

Been a while since the last time I posted, but rest assured I have been busy in the kitchen cookin’ up some fresh code. Just a little itty bitty update to roll in some fixes and unveil the first pass on a new feature to get y’all started off with and set the tempo of the next couple of weeks whilst Fen is a little sidelined; I’m gonna take over chunking out the builds and we’ve got a couple of spicy meatballs lined up in the pipeline soon! Builds should be out and available within the hour after this post.

Now that the Achievement system is outta the door I’m going to take a look through the content backlog and work on actually sliding in something new for the first time in a long ass time for next week, so be prepared! The Javas Cryptening is upon us!

Small Hotfix Patch Changelog:

  • New Feature: Achievements. Bugs relating to the initial behind the scenes implementation have been fixed and the system is now enabled, along with a raft of an initial set of achievements. Unique icons will likely be forthcoming in a later patch, along with an ever growing list of achievements.
  • A few more hard crashes relating to invalid button configuration have been fixed across the codebase.
  • Roo’s blackjack handling should have had a few crashes handled. The real cause of this is still somewhat of a mystery, we’re just being more careful about the values being handled.
  • Fixed the enormous goof with save data that formatted the days and hours as a time, rather than the hours and minutes.

[Backers | TiTS] Xotchi Xpansion

Selected by Extremely Fair, Complete Randomness™ from the backlog with the aid of the pubbie discord server, have an expansion to Xotchi aboard Uveto station. A lot of tags needed fixing in this so it’s likely I’ve missed a few here and there.

0.7.284 Changelog:

  • Xotchi has a series of new scenes and a potential game-over to opt-into on Uveto station, focused around painplay. Written by Frogapus.
  • Bizzy has a more befitting means of leaving the porn studio at higher stages, along with some tweaks to her payouts.
  • Jacques has deployed his usual arrangement of fixes all over the place.

Fen Edit: Y’all might not have noticed, but Gedan authored the above. With that bit of credit out of the way, I wanted to let everyone know that I made some fantastic progress on getting together a basic ship system for you all. Bear in mind that none of this is live yet. Basic ship combat works in 1-on-1 encounters as well as group-on-group fights. Vahn can sell you new weapons to equip, and you can toggle weapon systems on or off each round of combat as your power budget demands. Expect a bigger update tomorrow night (if it’s a slow news day.)


[BACKER | TITS] Busy Bizzy

First backer patch of the month o’clock.

Gunning for a rapid-fire month this month I think.

0.7.283 Changelog:

  • Bizzy the Kitty Camgirl has been added. You’ll get a message from her as long as you’ve unlocked Zeng Shi and have deep pockets. Written by Nonesuch.
  • DrunkZombie has built us a cool modular storage system that is available in a couple of different places for you to stash various types of gear in. This touched some save code, and I’ve given it a good eyeballing and a test but you should absolutely consider keeping backup saves for the short term in case we’ve missed something!
  • Jacques has delivered his usual assortment of typo fixes and tweaks all over the place.

Files should be up as soon as Buildbro gets done!


New Backer Stuff

Just gone done fiddling some things around in the back-end of the website to clean up a lot of how we were handling Patreon user data. Part of it was adding support for multiple projects to be handled side-by-side, so, anybody who had existing Patreon bindings for their TiTS backer status will have to re-link their account. I did a lot (read: a lot) of testing to try and make sure this was as smooth as possible, but as always, there’s probably a bunch of shit I done fucked up, so post away if it doesn’t work or you get some errors. At least the profile page has fancy status messages to tell you if things worked or burst into flames now!


Ged-Update, Possibly the first ever

Aight, time to scream into the void a little bit and fill you guys in with what the idiot red clown is up to.

I just got done fiddling with the Save/Load from file stuff for the Desktop AIR build, so the next releases should have that fixed. I’ll try and get a few more of the bugs and oversights sorted before then, but it’s time to spill the beans!

Unlike the rest of the team, I don’t get ill, so don’t worry there.

Instead, everything around me falls to pieces. Check after the break if you care about idiot RL stuff that has kept me busy for the last half year!


Sneaky Public Update

Sneaking out a mid-month public update so I can transition everything to an updated build system and make sure it’s working whilst I’m awake and looking at it.

0.7.127 brings a new distribution of the game; the AIR ZIP archive. Basically, download it, extract it, and run the executable. There you go, that’s the game running. I’ve got some more things to play with to make this even easier maybe in the near future, but I wanted to get this out because it end-runs around people needing to install Flash entirely, and it adds a new feature. The regular play page will be updated soon to link to the new file, but it should already be available on the Backer build page!

As for the new feature: AIR builds running on Windows have a few new buttons that can show up in the Data menu; Import Saves and Save Sets (once you have some imported).

Import Saves will look through a couple of common places that you may have TiTS saves located from playing in your browser (FF or Chrome) or the Projector (should also catch IE). This will gather them all up into one place.

Save Sets are available once you’ve successfully imported saves. Each set correlates to a different location that Importing managed to find files. This will let you switch between all the saves you have, fish out the ones you want, Save To File them, and repeat until you’ve gathered up everything you actually want in one place.


Little Shippy, Little Shippy…

‘Big Dick Gator Boss’ – JayEcho

Time for a ship progress update!

All of the core stuff for ships has been done for a little while now; to give a refresher, this is the stuff that’ll be supported out of the gate:

  • You’ll be able to switch to entirely different ships.
  • Each ship has a different internal layout and map that you can move around in.
  • Certain parts of ships can be upgraded; initially this is just weapons, but we may open up more options as we feel the balancing allows. These upgrades are unlockable, purchasable and rewardable- some you can just outright buy as many as you want, some will require looting things from combat, and other still will only be provided in limited quantity for doing specific things.
  • Crewmembers properly take up space on the ship, so the number you can have with you at any time is finally limited…
  • … but you’ll be able to assign them to different jobs aboard the ship and potentially receive bonuses in the process. Off the top of my head things currently support something like 7 core system assignments, and potentially dozens of weapon assignments. (Capital ships pls tia)

The last couple of weeks has been spent slowly tweaking a lot of existing code to ensure that things will work with the new ships. Another list should help demonstrate what is eating up all the time…

  • In the past we only ever had a single “room” to check against to test if the player was aboard their ship or not, so many of these checks (a few thousand, by my count) have needed modification. I need to do a second pass on these and potentially make some of these checks apply to any ship or just the player’s ship where appropriate.
  • Ship interiors introduce a second “layer” of maps, so a couple of the core game functions that make everything tick have received careful surgery to switch between the different ways maps are handled.
  • All of these new features introduce new types of complexity that we never had to save in the past. About 25% of my time working on each part of this is extending and testing the code that handles saving all this stuff. It’s better (and should be much faster) than the old way, but it still has massive room to be improved if more time is invested in it.

Next up on my plate is actually starting to generate content for this stuff; we have overviews of many of the ships and potential weapons but none of the meaty details that are required like the interior descriptions of the ships for all the rooms that they’re now going to have, or the specifics of the weapon attack descriptions…

For now though, hab some meaty JayEcho draws ?

 

 


iOS builds am rip

So it happened again. The iOS builds are failing with the amazingly useful error message:

“compile-abc failed”.

At least for the time being, no more iOS builds will be forthcoming. I’m not going out of my way to fix it immediately.


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