Tag: TiTS

[TiTS] Always Be Kineticisting

Howinn (Adjatha)

Howinn (Adjatha)


Busy couple of weeks in the buggle mines. Sentry is still mostly cleared out so I’ve started working through forum issues properly again. A few things triggered stumbling into much larger and far-reaching things that needed to be addressed, like the Kineticist scene variants to fill gaps in scenes that were written long, long before their existence. There’s still a bunch of spicy meatballs for me to be working through whilst the usual suspects continue writing big chunks of Phaedra content, and a lot more content in the hopper over the coming weeks!

Back 2 da mines

0.9.074 Changelog:

  • BACKER: An additional Anyxine date with a couple of smut scenes is available. (Savin, Leek & Gedan)
  • PUBLIC: Additional Slavesuit anal scenes, Elcine, and the additional Punishment wall scenes are now public. (Many people)
  • Added: New Adjatha art for Creed, Howinn and hyrax.
  • Added: A bunch of new class-specific scenes and variants for kinetcistics has been implemented, generally wherever there was already an existing all-classes-unique variant. (Fenoxo)
  • Fixed: Some special unique text for Tuuva and Mioldan Priestesses during combat has been re-enabled. (lowercase_donkey)
  • Fixed: Terran Treat possibly trying to trigger the leg TF multiple times. (lowercase_donkey)
  • Fixed: A bunch of image/CG titles have been updated. (Jacques00)
  • Fixed: Crashes with puffiestVaginaIndexes. (lowercase_donkey)
  • Fixed: A crash with gooArmor during Amber content. (lowercase_donkey)
  • Fixed: DongDesigner going walkabout. (lowercase_donkey)
  • Fixed: Mome codex not being marked as read. (lowercase_donkey)
  • Fixed: Incorrect usage of vaginaRouter and penisRouter in a bunch of Paige scenes. (Gedan)
  • Fixed: Saves created in much older versions of TiTSJS during two very early versions should no longer have issues with inactivePlayerOwnedShips. (Gedan)
  • Fixed: The Specialized Combatant perk not properly applying bonuses to ranged attacks. (Gedan)
  • Fixed: Siegewulfes menu returning to inventory. (Gedan)
  • Fixed: The duel with Riya should no longer have the possibility of poisoning certain stat values when we swap them out for the ones used to masquerade the duel; this primarily impacts HPMod and energyMod. (Gedan)
  • Fixed: A crash with the 2018 XMas event attempting to move the player to a room across place boundaries casuing a crash. (Gedan)
  • Fixed: Concentrated Fire should no longer add physical damage to attacks with weapons that did not have any HP damage to begin with; this primarily impacts lust-only weapons. (Gedan)
  • Fixed: The Sidewinder did not properly update the ship storage limits when first being taken until the game was saved and loaded. (Gedan)
  • Fixed: Frostfire’s menu potentially breaking the UI state stack. (Gedan)
  • Fixed: The WarAlpha that is actually Eitan before the player knows who they are now has a custom description, block and dodge to account for the different in height between generic War Alphas and Eitan. (Gedan)
  • Fixed: shortestCockLength not returning a length and returning the cock object directly, breaking gates to certain scenes. (Gedan)
  • Fixed: skinFurScalesNoun sometimes not returning a value, and thus emitting an error during parsing. (Gedan)
  • Fixed: Shop state being maintained across loading a save. (Gedan)
  • Fixed: The level up screen now ignores bonuses to stat maximums when allowing you to assign points, which should avoid the possibility of investing stat points in stats that are transient. (Gedan)

  • Captains Hog: Stardate 0.9.073

    I hope you guys like curing Amber, because I picked up the tab on somebody else’s commission to get it done. Treat your ‘taurs well!

    0.9.073 Hotfix:
    • Fixed an error in wettestVaginalWetness that would make the game self-destruct on Mhen’ga if you didn’t have a vajayjay.
    0.9.073 Changelog:
    • [Backers] You can now cure Amber! Talk to her about [Cure] to start it. The quest is only half of the new content – there’s lots of post-cure content as well! Once cured, she has [Sleep With] and [Shower] options, as well as a new heat mechanic that will alter her behavior. She also will have hobbies as well! Written by Skom/AveryBirb/Moonkitten and coded by DrunkZombie.
      • Addendum: The codex questlog should have data for this, if you’re wanting to track your progress.
    • Jacques00 cleaned up the image manifest, hunting down typos and incorrectly labelled NPCs.
    • Ship fights should now occur at more planets. (Newer ones weren’t all set up to proc them!)
    • Radglow’s defeat-suck scene should restore HP properly. (Gedan)
    • Fixed inability to select “Auto” in the gender settings menu. (Jacques00)
    • Fixed appearance typos. (Jacques00)
    • Jacques00 applied lowercase-donkey’s fix for the wetness crash/bug in the creature object.
    • The ship purchasing menu has some bugs crushed, courtesy of Jacques00.
    • “Causes gravity over to become…” typo is all over now.
    • Fixed a crash in the Zaika Gunner’s AI when disarmed.
    • Gedan made some under the hood changes to improve auto-selected masturbation event handling.
    • Some Siegewulfe crashiness has been handled (Gedan)
    • Sleet Shaft got a staff icon. (Gedan)
    • You can no longer get infinite Sleet Shafts. (Gedan)
    • Fixed combat inventory not properly returning to combat. (Gedan)
    • Improved crash messages to track down some troublesome crash bugs. (Gedan)

    [TiTS] Throbb The Cat-girl

    Look at the legs on this one!

    The rest of the world may be playing Baldur’s Gate and Armored Core, but don’t worry! Y’all got Uncle Fennykins here hammering out a new smut scene (and more) to keep ya’ll warm while Phaedra’s next dungeon is marinating in the kitchen. Sure, I had a gout flare-up so bad I could only sleep half the night on Wed/Thurs, but bacon is delicious (and so is this scene). It felt good to shake some of the scales off and write the kind of thing I love to write: people gettin’ big slutty.

    Some new fun equipment for kineticists is in here too, though in my fatigue (and with this house-melting heat) I’ve failed to restrict anything to backer’s-only. Now I’m gonna have to write a whole new thing to make it up to you guys! …Maybe a sequel to this one.

    0.9.072 Changelog Hotfix #2:

    • Rolled in some corrections for the damage scalers on the height-dependent kineticist attacks.

    0.9.072 Changelog Hotfix #1:

    • Instinctive Psyfocus, Bodily Psi Aim, and Dexterous Psi Aim unlock events have better pre-requisites: you must be a kineticist, the stat the perk replaces must be low (below 50%) and the stat that is used in its place must be high (libido/phys/aim).
    • Made some textual tweaks to the sub-scenes for the cheetah pirate.
    • Gedan had flipped a switch to make some UI things related to mainGameMenu() calls hard crash instead of silently fail, getting us a lot of good data on UI-related misdeeds in the code. A bunch of them have been patched up as a result – some good examples being the decorate and masturbation menus.
    • Gedan added a hard crash to some of the code dealing with sensor scans/sense in combat, to try and track down a problem with some damage types failing to look up their extended data properly on occasion.

    0.9.072 Changelog:

    • New scene: use Throbb on the cheetah pirate you rarely encounter in space – comes with two tiny sub-scenes depending what you want to do with her. I wrote this one myself, but I’m sure I’m gonna be hot-fixing the errors in the text tomorrow. Obviously it requires you to have Throbb in your inventory and defeat her in a space battle. (Written by Fenoxo, coded by Fenoxo, proofread by nobody yet – please forgive my sins.)
    • New Kineticist Perks: Instinctive Psyfocus, Bodily Psi Aim, and Dexterous Psi Aim. Captain Steeles with their willpower and intelligence abraded by bimbo/bro transformations will unlock these via dream-sequences during sleeps. They will allow other stats to determine the strength and accuracy of your psionics. As I write this, I’m realizing that it may be too broadly proccing – I will deploy a hot-fix tomorrow to tweak the conditions to ensure that unusually smart and focused bimbos don’t have their stats switcharooed. (Fenoxo)
    • An old Penny scene that was disconnected has been re-linked, and the accompanying CheshireCatSmile37 art was added to the scene to go with it. (Fenoxo)
    • New NPC Bust: the Silicone Eater (Jacques00 drawn & coded)
    • New Rare Item on Uveto: The Sleet Staff. This level 8 rare quarterstaff is buried deep in the wilds of Uveto and can inflict both trip and freeze on its own, but beware: something about it does not feel right. Maybe it’s the -5 accuracy. (Fenoxo)
      • This was a good opportunity to clean up an abandoned segment of the Uvetan wilds that was meant for a now-abandoned community project. I adjusted a handful of descriptions to account for it. (Fenoxo)
    • New Rare Staff on Myrellion: The Xukwood Staff. This lovely crit stick lives near a certain brawler’s place of residence, if you can get past him and his dog… (Fenoxo)
    • New Common Staff in Nerassa’s Shop: the Hookstaff. This evasive little number can sometimes trip your foes. (Fenoxo)
    • Fixed a typo in the tooltip for the Tripped status. (Jacques00)
    • You should no longer be able to open your personal inventory in ship battles with the “C” hotkey when the button is grayed out. (Jacques00)
    • Fixed a UI crash related to pressing the back button in the rest menu while in your ship’s cabin. (Gedan)
    • Freedom Beef now has a cooldown in silly mode. (Jacques00)
    • Fixed a post-combat issue with Radglow. (Jacques00)
    • Added Opaque toggling for the scanline backdrop effect and the mannequin color fill. (Jacques00)
      • This should hopefully help in reducing instances of alpha render processing.
      • Combined “bg” and “bg-filter” class definitions that use the scanline effect into one universal function for convenience.
    • Gedan has been ripping through the auto-reported crash bugs something fierce.

    [TiTS] The Tail of Twilit

    These are your tits.
    These are your tits on lust.
    Any questions?

    Hello all! After a number of setbacks, I’m happy to present our first crack at Twilit. This was lowercase donkey’s first time tackling a transformation item, so I had a lot of feedback and back-and-forth with him further complicated by my own lack of familiarity with github’s code review system and my own family event. Once we got that sorted, things picked up, and I spent a goodly portion of yesterday whipping some final fen-polish onto the transformation events to make sure they were up to snuff.

    And Adjatha wrote the text, so you know it’s killer.

    0.9.071 Hotfix:

    • Twilit’s breast-swelling perk is now properly gainable.
    • Twilit’s swelling code was overhauled to work a little more like the in-game zaika, and have a higher swelling limit than originally intended.
    • Fixed an issue with Twilit’s swelling mechanic that could have resulted into orphaned breastMod values permanently offsetting your cup size.
    • Nerfed the black void juggernaut’s weapon damage bonus from 35 to 15.
    • Nerfed the black void juggernaut’s spray attacks to be tagged as flurry attacks with higher miss rates.

    0.9.071 Changelog:

    • [Backers] New transformation item: Twilit! This tasty Dhaalian beverage will do its damnedest to turn you into one of the locals – complete with combination genital-tail and a perk that allows your chest to rise and fall in accordance with your lusts. I suspect there could be some sketchy edge-cases with the breast expansion stuff, so be sure to let us know if you bump into any janky issues in the bug report forum! (Coded by lowercase-donkey, written by Adjatha, and polished by Fenoxo)
      • You can purchase Twilit from Harru after completing Dhaal’s main plot.
    • Inspecting rocks should no longer crash the game. (Thanks, Gedan!)
    • Some minor edits and fixes to backend things that aren’t easily explained in patchnotes. (Thanks team!)

    And that’s it! If the list seems small, that’s because I was ramming out some hotfixes the other day and this was meant to drop last week. There’s good odds you’ll see another one near the end of the week with some more items and kineticist work.


    [TiTS] Taurific News Everyone!

    Johana, Naked (Adjatha)

    Johana, Naked (Adjatha)

    Another week in the bug mines, chasing ghosts of stupid things that don’t make sense until I have a eureka moment of stringing along like 17 degrees of absurdity to produce some form of answer for what might be going on.

    Fen has been spending a lot of time reviewing the work donkey has been doing on the Twilit TF item. I don’t know what state it’s currently in, but the two have been chopping the finer points of all of the mechanics that need to go on behind the scenes to make a TF work properly. I THINK it may be done right now, but I am in no presence of mind to try and exhaustively review TF code to checkbox it off and add it to the build until everybody is back from the weekend so we can go over it and give it the green light.

    My brain is utter mush – I had the fun and enviable task of having to view five hundred pages of title deeds, property searches and purchase contracts this week and I’m only halfway through….

    Back 2 da mines.

    0.9.070 Hotfixes: Fen Monkeyin’ Around Edition:

    • The button to levitate should no longer be overwritten by other special attack buttons.
    • Fixed Debris Field having an incorrect tooltip.
    • Fixed Acid Cloud’s tooltip listing an incorrect damage type.
    • New Item: Sizzlepod Staff, a level 3 rare staff that deals corrosive damage and can be found in the deepest forests of Mhen’ga.
    • Improved text field input limitations for things like names and email addresses.
    • Fiddled with some kineticist damage calculations in an eternal quest for big round numbers that probably don’t change anything for you but give me more chances to accidentally introduce an error into the code…
    • “canFly” and “isFlying” are now tracked independently. Previously nearly everything flying-related was derived from the “canFly” check.
    • The levitation perk now makes “canFly” true, which should allow for all the flight-based transit events in the game world to work seamlessly with it.
    • “canFly” no longer matters for most combat events – isFlying is far more important.
    • Creatures that are flying are now immune to most traditional trip attacks. Sweeping the legs doesn’t do much to a flappin’ bird! Not all attacks that respect this have special text to notify you that it’s working, but it should be.
    • Added a “hasTripImmunity” function under the hood, and having the “Planted” feat or being tripped already both set it to true, as well as flying or the generic “trip immune” status many NPCs have. This should simplify checking if a creature can be tripped down to one value to check.
      • I touched a lot of combat encounters wiring this up, so I may have introduced a fat-finger bug somewhere along the line.
    • Added an argument to “hasTripImmunity” to ignore the flight-based immunity for flight-countering trip effects like the kineticist has.
    • The jetpack accessory and flight-capable wings now allow you to “lift off” in combat. The “lift off” option shares a button with levitate ability and its ilk, and I tried to be intelligent about how they all nest together so that natural wings don’t prevent you from using your levitate ability (since that grants +10 evasion and is the “better” choice) – but the wing option will appear when your energy is too low. I also made them respect flight-disabling effects like the web status.

    0.9.070 Changelog:

    • [WHOOPS] Some wires were crossed, and an incomplete feature was accidentally included in the patchnotes. Amber’s cure quest is not yet ready. -Fen
      • Amber’s cure quest; simply talk to her about a cure whilst aboard your ship to get started. (Skom, AveryBirb and MoonKitten & DrunkZombie)
    • PUBLIC: Spacewizards. Sorry, I mean kineticists can now be created in the public build. (Fen, Fen, Fen, and some guy called Fen. Savin, whoever that guy is, also too)
    • Fixed Syri’s coat bust appearing when it should/shouldn’t be doing. (Jacques00)
    • Added orgasm calls to a soaked raskvel scene where they were previously missing. (DrunkZombie)
    • Fixed Syne showing the wrong bust in a scene. (lowercase_donkey)
    • Fixed further potential crashing issues around the keybind implementation for hitting Accept and Cancel buttons on the UI, no matter where they appear. (Gedan)
    • Fixed more improper uses of inventory handling interfaces caused by Telekinetic Warrior – these were much easier to find and eradicate with proper error messages! (Gedan)
    • Fixed how the players last location is stored when boarding the Great Majin so that we can more safely return the player when they leave. (Gedan)
    • Fixed some unparsed content in some Anyxine content. (Gedan)
    • Fixed some potential crashes caused by new parser tags dealing with cock size parsing. (Gedan)
    • Fixed some potential crashes with the keyboard navigation controls for the inventory, where it was possible for them to execute mid-transition to another UI layout and then immediately blow up. (Gedan)
    • Fixed a stack state creation issue during the Ara diplomacy mission. (Gedan)
    • Fixed a potential crash on some platforms returning weird and improper messages when the OS rejects a users request to fullscreen the page content. (Gedan)
    • Fixed a further potential crash on some platforms where not only do they not return messages when emitting an exception, they don’t provide the stack either. (Gedan)
    • Fixed a potential crash caused by using the Undo system immediately after fighting the Overqueen during First 14. (Gedan)
    • Fixed a potential crash after ship combat against a Cyberpunk K7. (Gedan)
    • Fixed a crash when changing cocksocks. (Gedan)
    • Fixed a crash with the Ziltrap Vines when the player uses a deployable turret, and also possibly fixed some other issues with their AI not properly processing allied creature states. (Gedan)
    • Fixed a crash with remove junk attempting to loot invalid piercings. (Gedan)
    • Fixed a bunch more typos. (Jacques00)

    [TiTS] Updatin Time

    Eloise (Adjatha)

    Eloise (Adjatha)

    Still been continuing to chop through Sentry issues that have been lingering; the pile isn’t getting larger, it’s mostly just the same things that have been wrong for a couple of weeks still happening – so it’s only a matter of time before I’ve managed to smash through all of them. Feelin’ good, just gotta keep at the grind to get everything silky smoove!

    Back 2 da mines.

    0.9.069 (nice) Changelog:

    • PUBLIC: Hazard Armor, Mome Codex, Anyxine Standing Bone and Mia.
    • BACKER: Elcine is available at Shineglass Station on Phaedra. (Savin & Leek)
    • BACKER: Additional punishment scenes for Cherry’s Wall are now available. (Redknight910 & Leek)
    • Added Phaedra, Jasvalla, Sophora and Ardia encounter details to the quest log. (Jacques00)
    • Added Dzan addicition details to the quest log. (Jacques00)
    • Fixed a crash with staff weapons. (lowercase_donkey)
    • Fixed a softlock in Ramis content. (lowercase_donkey)
    • Fixed gravity rush persisting between fights. (lowercase_donkey)
    • Fixed a reversed Luca check that blocked her sub-switch option. (lowercase_donkey)
    • Fixed how the status effect that controls Capraphorm is created and updated. (lowercase_donkey)
    • Fixed a temporary value set during trade that was breaking Undo state creation. (Gedan)
    • Fixed some crashes with certain Zaika combat encounters. (Gedan)
    • Fixed Telekenetic Warrior eating melee weapons when the player had no equipped ranged weapon. (Gedan)
    • Fixed a few more unessencery calls forcing the combat UI to be shown, this time in the mock-combat interface. (Gedan)
    • Fixed some crashes with the duel with Riya in some Nastizia content. (Gedan)
    • Fixed Ecstasy Enlargers expiry proc, allowing it to work properly with how time passage is actually implemented. (Fenoxo)
    • Fixed the cooldown handling for the Thirsting status effect. (Fenoxo)
    • Fixed some error handling code to better handle certain mobile browsers not passing along an error object when an error happens. (Gedan)
    • Fixed some crashes with a handful of room configurations that were still referencing rooms that either didn’t exist, or have been moved in the new map structure. (Gedan)
    • Fixed a potential crash in some keybind-implementation code for finding “Accept” buttons, anywhere on the UI, and executing them. (Gedan)
    • Fixed a potential crash with code that handles player children states and unique Zil children. (Gedan)
    • Fixed a crash with a sexdoll in Kiroquest and a Sophora defeat scene where a scene may be entered without passing along the appropriate selected vagina index of the player to use. (Gedan)
    • Fixed a potential crash with the Gallery and Trade back buttons being double-activated. (Gedan)
    • Fixed a crash in some Paige content where the action history wasn’t being passed along properly. (Gedan)
    • Fixed some class combat perks being able to activate whilst in Ship combat, causing a crash when they try to apply an attack that doesn’t work against Ship objects. (Gedan)

    Trials in Tainted Staves

    New weekend, new patch!

    This chunky lil guy comes with a lot of changes resulting from climbing around the inside of the codebase like a monkey on a jungle gym. My personal high points were massively improving deep freeze procs, discovering 20+ misconfigured damage flags on various encounters and items throughout the game, dumping a fat sack of new Adjatha art in, and getting to add a lovely bit of lore to the description for one of the new staff items I added.

    I’d like to extend a fond “Thank You” to everyone who posted feedback in the Kineticist feedback thread to help me file down the biggest rough spots.

    Hotfix #1:

    • Fixed staves crashing for kineticists when swung. This one was due to me incorrectly trying to add damage to “kinetic” instead of “kinetic.damageValue” because apparently any time I touch damage values, there’s a 50% chance I mess it up the first time. (It’s me, Fen!)
    • Fix PsiNoiseGenerator not being collectible because the collection function wasn’t properly committed. It was in a file I had a half-written, WIP scene in that masked it when I was doing the commit, causing me to miss pushing that essential bit of code. (Goddamnit, Fen!)
    • Fixed tripped enemies targeting themselves while tripped. The combatAI function got some dyslexic arguments slipped into it.

    Changelog 0.9.068:

    • [BACKER] Additional slavesuit anal scenes (Will & Leek)

    • [PUBLIC] Femmitch (Wifely & lowercase_donkey)

    • New bust by Jacques00: Slamwulfe.

    • New busts by Adjatha:  Eloise, Neil, Selene, Warboy’s Bike and the Warboy.

    • New common items: Staves! You can pick up a Quarterstaff at Carl’s on Mhen’ga, a “Steelestaff” from Anno on Tarkus (or in your hold if you’ve recruited the alabaster assistant), or a Shieldwall Staff from Emmy on Myrellion. They’re all tagged as psionically attuned – which will grant kineticists a little extra kinetic damage when striking with them. I’m not done yet either – expect more staves and some rare ones to slip in soon. -Fenoxo

    • New rare item: Psinoise Generator. This rare accessory can be found in Zheng Shi’s mines by kineticists. When equipped, it should increased energy recovery by 25%. This was actually in the last patch but unobtainable due to non-final, buggy coding. (Fenoxo)
    • Adjusted the dom siegewulfe collaring lead-up scenes to give hints as to the requirements required for the scene happen and added further details about them to the quest log. (Jacques00)

    • Adjusted isHuman tests to better incorporate the reworked racial scoring system and its primary/secondary scoring to determine humanity-factor. (Jacques00)

    • Adjusted Deep Freeze shatters to trigger with non-melee tagged crushing attacks. (Fenoxo)

    • Adjusted Terran Treats so that certain bodypart flags can be cleared even if you already have the human type-version of a bodypart those flags apply to. (lowercase_donkey)

    • Adjusted changeEnergy() to more accurately display energy change. (Fenoxo)

    • Fixed a crash with the Forgehound’s combat interception. (Gedan)

    • Fixed a few more potential operation errors with the data menu after loading a save on a slower/touch device. (Gedan)

    • Fixed a few potential pathways where some menu buttons might leak over into the game menu. (Gedan)

    • Fixed combat not being properly completed after the Hyrax Raider BDP scene. (Jacques00)

    • Fixed some missing instances of fluid-ingestion and taint in scenes that mention these things are happening. (Jacques00)

    • Fixed instances of Damage Flags not being properly configured on some combat enemies, or more accurately, not being properly configured on their equipment damage values. (Fenoxo)

    • Fixed the new Tripped/Get Up mechanics to apply to hostile NPCs as well as friendlies. (Fenoxo)

    • Fixed a handful of abilities requesting target selection even though they don’t actually require a target. (Fenoxo)

    • Fixed the Siegewolfe renaming button option from its quick little holiday out of the reworked siegewulfe menu. (lowercase_donkey)

    • Fixed the reversed value reporting from some feminization changes. (lowercase_donkey)

    • Fixed some typos in Gianna bust names, effectively disabling them from being used. (lowercase_donkey)

    • Fixed some issues with parser tags and support functions used by frostwyrm content. (lowercase_donkey)

    • Fixed some issues in Overqueen content relating to how it was attempting to use changeEnergy() previous. (Leek)

    • Fixed typos. (Jacques00, lowercase_donkey, Fenoxo)


    [TiTS] The Big Bug Haul & Unbalanced Psychosis

    Gedan: I got lost deep in the mines digging in to some more of the UI state errors; many of these now are split between ‘Oopsy Woopsy, forgot to update this bit of the code to handle the new way things work’, and not being defensive enough about the realities of software running on real devices. A lot of the crashes don’t really make sense easily at first glance, and it takes a while to figure out what the real cause is – and a lot of them have been things like ‘User clicks button, game takes a bit to do a thing, long enough that user can click something else that I never expected them to be able to click, causing the second thing to overwrite part of the first thing and put things in a weird state.’ Part of why I wanted to move to this way of doing things is because it made it much easier to have a hard-error when things like this happened, closer to the point they were actually caused, making it much simpler to figure out what, exactly, was going wrong. At any rate, another batch of them I hope have been slayed, clearing the brush for the next endless set of buggles to stick they heads above the parapet ready for the chop.

    Fenoxo: I need help! We didn’t get to test the Kineticist class as hard as I would have liked, particularly on the high end. To address that, I’m unlocking it this patch, but player beware! There may be crashes. There may be broken abilities. There may be a crushing lack of psi-impacting accessories to equip! The high level abilities might be too weak. The mid-level abilities might be to strong. Please only roll a kineticist if you’re okay with all of that and have the time to provide me with some feedback on them. I intend to work on hotfixing some adjustments for them on Sunday or Monday.

     

    0.9.067 Hotfix #2:

    • Foes do not always get up from trip immediately – the chance now scales with their intelligence and increases every round.
    • Telekinetic Warrior attacks now count as “Crushing” damage.
    • Improved damage scaling on most higher level kineticist abilities:
      • Concussive Augmentation will scaling 50%->75%
      • Goethermal Spike will scaling 50->75% for thermal and kinetic portions.
      • Acid Cloud will scaling 100->125%
      • Mind Crush scaling 100->150%
      • Psychic Slam scaling 50->75%
      • Gravity Crush scaling 100->250%
    • Psychogenic Vim: Improved tooltip, removed activation cost
    • Vitality Siphon: Improved tooltip, removed 1/combat restriction.
    • Vortex Brand: +5% more damage boost. Fixed miss chance modification on psi attacks.
    • Debris Field: Added damage component, added bonus damage to flyers.
    • Fixed Entropy Waves’ tooltip.
    • Fixed some typos.

    0.9.067 Hotfix #1:

    • Fixed issues with New Game not properly initializing some UI elements, leading to a crash.
    • Fixed the panic/fullscreen buttons being present when they shouldn’t be.
    • Fixed Korgonne females crashing when being encountered for fightin’

    0.9.067 Changelog:

    • [Backers] The Kineticist class can now be created! This psionic character class allows you to start with psionic aptitude and the ability to skewer your foes with pure force, leech away their heat to restore your energy, and more!
      • The kineticist should focus on willpower & intelligence when leveling up. Willpower drives the damage scaling & saving throw difficulty levels, and intelligence powers your to-hit rolls with abilities that can miss.
      • Kineticists should not partake in bimbo content if they wish to be viable – for now. An event to allow low will and/or intelligence kineticists to apply themselves in other ways will be deployed in a future patch.
      • I recommend stocking a weapon with the crushing flag to take advantage of any “Deep Freeze” procs you manage. We need to add some lovely staves with which to break the ice in the future.
      • [Tiny Savin Edit]: There’s a forum thread for feedback on the class! Let us know what you think!
    • [Backer] Slavesuit anal scenes.
    • [Public] Bimbo Siegwulfe content.
    • The “Sundered” condition will now expire if created with a limited duration. (Fenoxo)
    • Added and adjusted a great many map icons on and around Tavros station. (lowercase_donkey & Jacques00)
    • Added some additional utility to functions governing combat attack output, allowing us to group the results of certain things together in a more logical manner, no matter where and when we calculate the various components that constitute an attack and its resolution. (Gedan)
    • Adjusted the Nuki score required to be afflicted by Cum Cascade without explicitly having the relevant perk, as the old trigger number was set based on old racial scoring values and not the newer, higher potential score. (Gedan)
    • Adjusted some Rad penalties applied during puzzle failure on Phaedra. (Gedan)
    • Adjusted the log event when Blue Balls gets removed; if the player also has Nuki Nuts, there’s a very high chance that both Blue Balls and Nuki Nuts event will fire simultaneously, and they both effectively do the same thing. Blue Balls will still be cleared, but Nuki Nuts will be the only event that makes it to the event log to cut down on spammy events. (Gedan)
    • Adjusted Lorelei’s menu to remove allusions that there would be future collar control of the PCs collar here, as it was sketched out long before we settled on having this functionality present as part of the Codex instead. (lowercase_donkey)
    • Fixed a great many combat-process interruptions that provided additional options to the player mid-fight. (Gedan)
    • Fixed a handful of card-position and formatting errors with various combat attacks. (Gedan)
    • Fixed a few oversights with modified combat card output handling that should better handle certain formatting tasks. (Gedan)
    • Fixed parser overrides for combat card formatting calls. (Gedan)
    • Fixed errant UI state pushes caused by combat interruptions. (Gedan)
    • Fixed a potential state corruption issue during save loading by injecting a dialog overlay earlier in the process to block additional inputs during asyncronous data loading. (Gedan)
    • Fixed some missing vendor icons, and others that should have been hidden at various times. (lowercase_donkey)
    • Fixed “Roshan Blue” not being applied to certain XP sources. (lowercase_donkey)
    • Fixed some room linkages that would be better served as locks instead of one-way paths. (lowercase_donkey)
    • Fixed Kanes story process not properly masking out stories that the player has already been told until all stories have been presented. (lowercase_donkey)
    • Fixed a crash with setStatusIconShade(). (Jacques00)
    • Fixed various submenus from the masturbate menu from causing UI state stack corruption. (Gedan)
    • Fixed some potential UI state stack corruption from occuring during the ship purchase/trade flow. (Gedan)
    • Fixed some potential UI State stack corruption whilst closing shops. (Gedan)
    • Fixed a potential instant crash under some browsers failing to handle autoplaying media when the dev aid vaporwave mode had been enabled (by removing the vaporwave mode as it was mostly intended as a proof of concept of how best to include animated content). (Gedan)
    • Fixed the spawn rate of Nyrea Betas not being adjusted after certain outcomes with the queen. (lowercase_donkey)
    • Fixed potential navigation issues through various menus with Carrie scenes. (lowercase_donkey)
    • Fixed missing Haley nursery content. (DrunkZombie)
    • Fixed a Po bad end crash. (lowercase_donkey)
    • Fixed inconsistencies around all of the rooms on the Tavros ResDeck. (lowercase_donkey & Jacques00)
    • Fixed crashes with the teleport cheat (mainly by removing the Skip To option as it didn’t make any sense for it to be in the Cheat menu considering what it does differently versus Move To) (lowercase_donkey)
    • Fixed and adjusted many details relating to SSTDs. (lowercase_donkey)
    • Fixed Reaha’s bust configuration so certain states are less likely to overwrite other, more pressing states from being displayed. (lowercase_donkey)
    • Fixed Mhorgen being encounterable in the bar before completing the Dhaal dungeon. (lowercase_donkey)
    • Fixed Ardia’s give-item menu not always returning to the correct parent menu. (lowercase_donkey)
    • Fixed possible errors with the rotate minigame when displaying the tutorial helper trying to reference certain specific cells in the play area. (Gedan)
    • Fixed some scrolling issues when text changes. (Jacques00)
    • Fixed some event log issues with mimbranes causing spamming or invalid log entries. (Gedan)
    • Fixed Synes menu not backing out to the corrent parent version if not immediately accepting the proffered task. (Gedan)
    • Fixed the PC getting statistically buttstuffed during a Syne scene where the PC is stuffing Synes butt. (Gedan)
    • Fixed a vew status effects that should have been hidden from not being hidden. (Gedan)
    • Fixed the crash handler from skipping version update check cooldowns to determine if a new version was available to prompt for an update on the crash screen, unless at least some time had passed. (Gedan)
    • Fixed a crash with Resin Aroma. (lowercase_donkey)
    • Fixed a bunch of output formatting for Resin Aroma. (Gedan)
    • Fixed the Reload Game button when the game crashes under electron, so it should now properly actually reload the game. (Gedan)
    • Fixed Mitch using the incorrect busts during some scenes. (lowercase_donkey)
    • Fixed an inverted test for Air Tight during the Zaika Hazard Troopers aphro-gas attack. (lowercase_donkey)
    • Fixed a bunch of calls using penisRouter that may have been causing issues. (lowercase_donkey)
    • Fixed an oversight in the button gating for some Olympia scenes. (lowercase_donkey)
    • Fixed a great many typos. (lowercase_donkey & Jaques00)

    [TiTS] Towering Taur Time

    Sylvie (Preg), Jacques00

    Sylvie (Preg), Jacques00

    Smooshed my face into Sentry one more time and stumbled over a few more UI state things that dragged me kicking and screaming to various things that we never got around to fixing up post-AS3, so I chopped into them and figured out a few more crashes and brought back some features we’ve had disabled for a while. The Aliss stuff, now that I’ve figured out a good pattern for how to handle it, will have to be applied to a few other vendors we have around the game that do sorta similar things; I think Busky on New Texas is another candidate for this kinda treatment, but I haven’t looked yet – gotta get da patch out and crack into the rest after.

    Fen has been hard at work roping together all of the bits needed for the new class, and it’s coming along by leaps and bounds. The half-complete version that we’ve had chance to play so far is shaping up really well, so a release shouldn’t be too far away.

    Back 2 da mines.

    0.9.066 Changelog:

    • BACKER: Anyxine standing bone scene, available once you’ve been on a date with the self-same bone-haver. (Savin & Gedan)
    • BACKER: Mome codex entry – Some background about the Tove homeworld. (Frogapus & Leek)
    • BACKER: Paragon Hazard Armor – A new powerarmor source, dropped by Hazard Troopers and available to purchase from Rivet (Leek)
    • BACKER: Mia – A bar encounter on Mhen’ga, bump into another traveller who took a shine to the Vanae… (SheepPun & Leek)
    • PUBLIC: Eloise, located in the Crash Landing on Dhaal. Why not wander over and see what she’s about? Written by Magenta Needle and coded by Leek.
    • PUBLIC: New Penny Scene/Event: Roleplay! Written by William and coded by Leek, this event lets you request Penny jump you for some cop-on-PC roleplay sucky-fucky!
    • Added an additional validation step when loading creatures, allowing for the game to ensure certain datastructures are present that may have been removed via save editing, which would ultimately crash the game without thier presence. (Gedan)
    • Added additional bust art for Sylvie and Siegwulfe. (Jacques)
    • Adjusted the presence of the fullscreen overlay shortcut for various subdisplays. (Jacques)
    • Fixed display issues with double goo busts. (Jacques)
    • Fixed a reversed virginity check, some unparsed output, missing text clears and a crash in mitch scenes. (lowercase_donkey)
    • Fixed unparsed tags in some rats raiders content. (lowercase_donkey)
    • Fixed an incorrectly implemented test for a lumi defeat scene. (lowercase_donkey)
    • Fixed incorrect parser tags in some malai content. (lowercase_donkey)
    • Fixed an incorrectly configured button not properly continuing to the next scene in a cherry’s wall scene, and a similar case in some Paige content. (lowercase_donkey)
    • Fixed the rest and masturbate menus not properly navigating the UI state stack system. (Gedan)
    • Fixed the error handling around the media play calls used to play animated busts/CGs, so that this should no longer trigger a crash under certain browsers where playback is disallowed. (Gedan)
    • Fixed and reimplemented the “Try On” options for Aliss’ store, returning all of them to existence under the Inspect menu. Additionally, the Buy button that is surfaced as part of this will push the item in question into the shopping cart and return to the Shop interface rather than immediately completing a transaction, as well as fixing UI state stack navigation for the Try On scenes, as well as the event triggered via Aliss’ lust. (Gedan)
    • Fixed a handful of pathways where a flag related the farrowquest could potentially be unset or invalid, safely reconfiguring it toward an expected value rather than crashing. (Gedan)
    • Fixed the teleport cheat not triggering a UI state stack navigation to occur, leaving additional states in the stack. (Gedan)
    • Fixed potential crash issues with hasCockType() when it is called with potentially invalid index values. Some of these tweaks have been applied to a handful of other cock-based functions to handle a similar gap in the usual logic we used in the past to ensure these were executed safely. (Gedan)
    • Fixed some old AS3-era UI calls that still existed in the combat code that were no longer nessecery, and were potentially injecting additional states into the UI state stack that didn’t need to exist. (Gedan)
    • Fixed a few potential crashes when leaving the Options menu via certain toggles that would immediately close the display through a non-standard pathway. (Jacques)

    [TiTS] Bejazzle that Vagazzle

    Selene (Adjatha)

    Selene (Adjatha)

    I have remained focused on digging through crashes that we’ve collected through Sentry. The neat part of having such a system ticking over in the background is the ability to see the impact that fixing these crashes is having in terms of total-issues; things are definitely heading in the right direction, and we’re basically down to only having a volume of somewhat rare but annoyingly complicated issues to track down – there’s still quite a few of them, all told, but no massive outliers in terms of tripping people up near constantly. It’s also real handy for figuring out what extra info we need to properly tackle solving a problem, so I’ve been shoving in some extra logging of various variables when certain errors get tripped so that I can hone in on exactly where a problem is coming from in the future.

    That said I’ll probably be swinging back to looking at the forum issues again this week now that Sentry is looking much lighter in terms of hard-crashes.

    Now I’m fuckin’ exhausted, so I’m gonna go die in bed whilst the builds are cooking. The new versions should be up within half an hour – normally I’d wait to post the patch notes until the builds complete but I ain’t gonna be hanging around for that today!

    0.9.065 Changelog:

    • BACKER: Mitch can now be given gifts, specifically, the gift of vagizzle and boobona. Or dongles. Up to you! (Wheatly & lowercase_donkey)
    • PUBLIC: New “Wall” character in Cherry’s Taphall: the Bull. Written by Reathe and Magenta Needle, coded by Leek.
    • PUBLIC: Have you ever wanted to meet up with Mhorgenn again? In a bar? Well now you can, after meeting her on Dhaal she’ll be showing in the crash landing going forward. Written by Sil and coded by Gedan.
    • PUBLIC: A new mini-boss encounter is available on Phaedra II, written by Magenta Needle. It features the tag-team of Selene and Neil, a semi-treated Thraggen with his mutant Rahn “slave”. They come with fourish win scenes and another fourish loss scenes AND a bad end. It’s also a pretty challenging fight, so for now they’re confined to one tagged square and respawn after three hours – but once I break the Phaedra encounters in the plains into sub-zones they’ll be part of the random encounters in a sub-area…
    • Fixed Siegwulfe being able to offer the collaring process without being in the correct mode, or even a crewmember. (Gedan)
    • Fixed (potentially) some issues around animated media being played on some browsers. (Gedan)
    • Fixed the potential for tracking functions used by the achievement system to sometimes execute whilst a save is being loaded, resulting in potentially invalid objects being navigated and crashing. (Gedan)
    • Fixed sleep is not defined crash on some electron platforms. (Gedan)
    • Fixed a few more interface buttons not properly debouncing input actions. (Gedan)
    • Fixed a potential crash with vaginalPuffiness when given invalid arguments, likely to happen in scenes that use vagRouter where the provided index could be the butt indicator rather than vagina index. (Gedan)
    • Fixed a potential crash relating to ballFullness calculations with weird body setup combinations. (Gedan)
    • Fixed a potential crash when navigating internal map data in the teleport cheat UI. (Gedan)
    • Fixed Stelle scenes to use correct cock, fix possible collar crash. (lowercase_donkey)
    • Fixed a paige function’s arguments. (lowercase_donkey)
    • Fixed vagina description that could dump a long list of descriptions instead of just picking one. (lowercase_donkey)
    • Fixed breast description missing nouns in some cases. (lowercase_donkey)
    • Fixed Maja scene that players could enter with an invalid cock. Added a new error message that should help us track down more of these. (lowercase_donkey)
    • Fixed for Dhaal CEO crashes in some cases. (lowercase_donkey)
    • Fixed art used for post combat scenes with the zaika peers, should show pets now. (lowercase_donkey)
    • Fixed the usual spread of typos. (lowercase_donkey)
    • Fixed bust gallery not always respecting a defined artist override when paging through busts. (Jacques)
    • Fixed display process used to generate and render shopkeeper interaction blurbs, ensuring it should be stable. (Jacques)
    • Fixed calculator rotation shadows. (Jacques)
    • Adjusted bubblegum theme colours. (Jacques)
    • Added a display option for a grayscale filter overlay. (Jacques)
    • Added some explicit crashes around breastRow management in the hopes it will help track down the true source of a (very) rare crash. (Gedan)
    • Added some additional logging and errors around some ballFullness math to help track down the true source of a (very) rare crash. (Gedan)

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