Tag: update

[TiTS] Bugalooa

Deesl (Adjatha)

Deesl (Adjatha)

Have the big tired so short post from me, for a change!

We’ve clocked a lotta annoying bugs this week, the kinds of sneaky things that have had a few specific things broken probably for quite a while and was subtly fucking up a lot of stuff. The genericVictory fix should clean up a bunch of weird things around a handful of different quests; it’s a feature that only tended to get used in complex scene chains with combat somewhere in the middle, generally the kind of thing used in a dungeon so this should fix problems with one of the Syriquests for example.

A few more documents for the Phaedra dungeon have started hitting my desk; I haven’t gotten started on implementing them yet, still gotta comb through and give them a good edit first before I crack into smashing them into the game but I’ve been getting my thinking hat on and coming up with plans for all the combat that is gonna have to happen as part of it.

Back 2 da mines!!!

Hotfix 0.9.082, builds #4204 and up:
  • Fixed a test that was generating an error message in ship combat attacks that was trying to ensure a method for calculating evasion was present.
0.9.082 Changelog:
  • BACKER: Paulette can now be encountered on Tarkus, out to the west of the map. She doesn’t roam around, and is encountered in a specific spot. (Magenta & Leek)
  • PUBLIC: Terrence the booty bot was added to Canadia Station over Vesperia. (Yobo Dicky & Leek).
  • Added quest log data for Mia, Harru, the Glowing Hyrax Raider, Emese, Eitan, SyriGaming, Soaked Raskvel and pirate ship encounters. (Jacques)
  • Added an additional variant to the Syri Gaming events that better accounts for her not winning the tournament. This essentially adds a third path in the middle, where she can lose but still be in good spirits and thus still be recruitable. (Gedan)
  • Added detection to the loading system that will determine if the files from an electron build are being loaded in a regular web-browser, stopping the game from executing. The electron files include additional code to work around some limitations we’ve encountered with the version of electron that is packaged alongside them, and the additional features require electron be present to function, which causes issues when the game isn’t actually running inside the expected environment. (Gedan)
  • Adjusted some lockouts for certain Flurry scenes. (lowercase_donkey)
  • Adjusted Gryvain race scoring genital specifics to make it less restrictive. (Jacques)
  • Adjusted the randomization of genders for encountered cyberpunk specops. (Jacques)
  • Adjusted Levitation so that it will no longer cost a turn to use. (Jacques)
  • Adjusted the damage of the Tainted Rushers Thrash attack. (Fenoxo)
  • Fixed a potential gap in how Burn damage is applied, which sometimes skips the application of damage every time it ticks at the start of a round. (Gedan)
  • Fixed a potential crash with simpleCockNoun being provided incorrect cock indexes. (Gedan)
  • Fixed Gravidic Disruptor not applying damage to the correct target. (Jacques)
  • Fixed ManDown not properly adjusting cock length. (Jacques)
  • Fixed mimbrane feeding being disabled. (Fenoxo)
  • Fixed the tooltip for Medical Milkers. (lowercase_donkey)
  • Fixed an inconsistency between a myr rebels appearance and the displayed bust art so that the hair color matches. (Jacques)
  • Fixed a potential crash with the combat system that offers to reduce combat difficulty. (Gedan)
  • Fixed an oversight in how tails are described in the appearance screen, causing the branch to be displayed even though no other part of the game considers you to actually have a tail at the same time. (lowercase_donkey)
  • Fixed gooey hair not being properly described in the appearance screen. (lowercase_donkey)
  • Fixed AkaneQuest not properly looting certain items that the text mentions being looted. (lowercase_donkey)
  • Fixed Ambers “Again” option being blocked by her becoming pregnant during the scene flow. (lowercase_donkey)
  • Fixed genericVictory not properly chanining into replacement next functions as expected. (Gedan)
  • Fixed inconsistencies with how ship encounters are displayed. (Jacques)
  • Fixed a crash with soaked raskvel. (Jacques)
  • Fixed an imperial fuckload of typos. (Jacques)

[TiTS] Content Cacophony

Hyrax Grenadier (Adjatha)

Hyrax Grenadier (Adjatha)

Lotta work going on in the background right now, a lot of hands in many places prepping big content drops. The train dungeon implementation is coming along as remaining content documents get dropped in my lap, it’s gonna be a few more weeks before it’s all handed over to us with the original submission deadline for all the components being the end of November, and then I have Jolly Fun Good Times cooking up and implementing the combat for all of the enemies in there.

I’m finally shoving the species-preference selection out of the door. I was dragging my feet on doing this because it doesn’t yet always fully account for various special overloads that the current system can generate; all that shows up in the menus are the root species type names, and none of the extra fluff that has built up over time. I kept meaning to spend a couple of hours getting into it but there is a million other things to get done that has kept pulling me away from dedicating the time it needs to doing the needful. Instead, I’m trusting that there will be a great many reports coming our way that something isn’t available or doesn’t quite work, and that’ll put the fire under me to fix it up bit by bit.

In the interrim between more things to plug into the dungeon I’ve been sketching out something I wanna write that’ll give me an excuse to plough into a bunch of ship combat stuff. I’ve got a bunch of new gadgets racked up for provisional implementation that will add a lot of dynamic options to ship combat encounters and they lean heavily into the idea of vastly increasing damage output as long as the conditions are right – and conversely, providing enemy ships with new and fun ways to clown on you unless you counter them appropriately. The goal is to make ship combat much faster as long as you’re paying attention and have equipped your ship properly for a kind of Rock-Paper-Scissors of doing the right things at the right times. Part of the plan has been rolled out in this patch, but it’s more background stuff – it will have no immediate effect on things, but it will make the coming modifications easier to isolate to only Ship combat and thus leave less opportunity to goof up regular ground combat when the gadgets go in.

And they’ll get delivered by a pair of space dragon pirates making Steele the meat in a scale sandwhich 🙂

Back 2 da mines

0.9.081 Changelog:

  • BACKER: “A Dream of Clussy” has been added to the list of dreams. It can trigger after having played at least 3 hands of blackjack. (Fr0sty & Jacques)
  • PUBLIC: The hardlight nagasuit was released last week, earlier than we had intended. But now I’m putting it in the patch notes to make it clear that it’s staying public! It’s in the same location as hardlight taursuit, which can be found in the Tarkus wastes after taking the taursuit. (Sil the Dragon Lover & Fenoxo)
  • PUBLIC: Remaining halloween content that was backer-only is now public.
  • PUBLIC: Treat the Tricks – Halloween event on New Texas that can be randomly encountered. (HatTrick3010 & Leek)
  • PUBLIC: Neil & Selene Halloween – A couple of extra scenes available for spookoween! (Magenta Needle & Fenoxo)
  • PUBLIC: Flurry is now available on Uveto. To get the ball rolling, you’ll need at least 3 kips with “Frosty” or whatever you have personally named her. You should get an email when taking the Uveto space elevator if conditions are right. (B & Leek)
  • PUBLIC: Werewolf Costume, a new costume for Poe A, everybody’s favorite Halloween-themed transformative rave event! (Doots & Leek)
  • PUBLIC: New stories from Carol. J have been added as rare loot drops from Phaedra. Lookout for Thotocracy and First Day on the Job! (Carol.J & Fenoxo)
  • Added species-preference selection. This is still a work in progress and will likely require further tweaks, but there is now a method to select a preferred species available under the Appearance menus. This will allow you to pick from a list of high-scoring species values that your character exhibits and will override the automatic selection as long as what you’ve picked remains highly ranked. This should allow us to endrun around needing hyper-specific scoring differences between almost identical species, providing flexibility for you to just pick what you prefer as long as you’re close enough. There are probably still some overrides and other weird things that were propping up the fully automatic system that we will need to work around to expose certain things as options to this menu, but I have no doubt we’ll find out about them very soon. (Gedan)
  • Added a warning when loading saves made in a newer version of the game in an older version of the game – you can still attempt the load, but it will make it clear that there may be issues ahead, such as missing item classes etc. There’s been a spate recently of attempts to load saves made in versions released in the last few weeks in versions of the game nearly a year old, and it made me realise that we didn’t actually have any kind of warning implemented to cover this eventuality. (Gedan)
  • Added the Nova threesomes, Federation Quest and Kaede on Canadia to the encounter log. (Jacques)
  • Added Hellhound as a special species variant name. (Jacques)
  • Added small increments of Bothrioc addiction to some Bothrioc-involved scenes. (Jacques)
  • Added specific handling for Goo Hair to hair descriptions. (Jacques)
  • Added implants to the stats and inventory displays. (Jacques)
  • Adjusted landing from various forms of flight in combat so it is now a free action. (Jacques)
  • Adjusted the mechanics behind Zaika boobgrowth, documenting the exact means that this should function. (Fenoxo)
  • Adjusted Cum High to be a cumulative and consistent effect, and is tracked as a progression stat. (Jacques)
  • Adjusted how the evasion cap is communicated. (Jacques)
  • Adjusted a great many calls throughout combat code that check for specific status effects to use shared implementations of these checks to ensure consistency. (Jacques)
  • Adjusted how Ship and Ground combat are implemented to divorce the two implementations into different manager classes, allowing for greater flexibility in the future. (lowercase_donkey)
  • Adjusted crewmember sleep with selection to better output the results. (Jacques)
  • Adjusted Venus Pot to function as an energy replinishing item. (Jacques)
  • Fixed incorrect description of the advanced combat quarters. (Jacques)
  • Fixed how soreness reductions are calculated so that it should properly scale with the amount of time rested. (Jacques)
  • Fixed inconsistencies with a bunch of combat status effect tooltips. (Jacques)
  • Fixed Gryvain species scoring so it should no longer be possible to end up stuck as a half-gryvain. (Jacques)
  • Fixed Medical Milkers breaking an internal breast rating value which allowed them to reduce effect breast size. (Jacques)
  • Fixed the gravity flux trip effect not applying to flying enemies to remove their flight effect. (Jacques)
  • Fixed some inconsistencies with the combat defeat handling rountines designed to determine how a target was defeated. (Jacques)
  • Fixed a static NPC icon on the map on Myrellion for Steph Irson. (Jacques)
  • Fixed inconsistencies when leaving the Nuka Psyker. (Jacques)
  • Fixed resistances disappearing from the codex. (Jacques)
  • Fixed a lot of inconsistencies with game stats display. (lowercase_donkey)
  • Fixed the Flash Grenade consumables not being consistent with the Flash Grenade class ability, including special interactions. (Jacques)
  • Fixed stagger immunity not working for all enemies that use it. (Jacques)
  • Fixed Roz’s attacks not taking flying into consideration. (Jacques)
  • Fixed Frostwyrm species scoring not including the tongue. (lowercase_donkey)
  • Fixed an error with an attack used by Kane causing it to not apply the correct damage. (lowercase_donkey)
  • Fixed some specific crotch descriptions including an article incorrect. (lowercase_donkey)
  • Fixed Mind Crush stunning robots. (Jacques)
  • Fixed the shield defense systems activating prematurely. (Jacques)
  • Fixed Airtight not properly functioning against Zaika effects, negating the non-physical parts of tease attacks. (Jacques)
  • Fixed the Milk Theif tail-trib scene so that it correctly only works with parasitic-type tail genitals. (Jacques)
  • Fixed the field surgeons kit so that it actually works in combat. (Jacques)
  • Fixed some combinatorial selection issues with Quinn’s busts. (lowercase_donkey)
  • Fixed some issues with EMP weapons, making them function more consistently against Robots/Cyborgs and enemies with shields. (Jacques)
  • Fixed a potential crash with GooArmor cleanup post-combat, when attempting to handle the Reduced Goo effect. (Gedan)
  • Fixed some ship stat output inconsistencies. (Jacques)
  • Fixed the work in progress train dungeon rooms from appearing in the cheat teleport menu. These rooms are still heavily work in progress, and the content that would drive them doesn’t make it into the game builds so it’s just gonna crash if you do manage to get into them. (Gedan)
  • Fixed a huge fat pile of typos, including quotation and spacing consistency issues. (Jacques)

[TiTS] Holotaurifically Goo-d Times

Hyrax Glaiveswoman (Adjatha)

Hyrax Glaiveswoman (Adjatha)

I’ve got all of the core structure for the next dungeon down and implemented now; we’re still waiting for the finishing touches on the enemy encounter scenes to be completed, but I’m gonna use the time between now and then to try and juice up the features we’re planning on using in the dungeon to make it super special; we’re seeing a return of a couple of combat mechanics tied to a few earlier boss-level encounters that I wanna polish up as best I can and apply to some of these fights. Rifling through some of the bits and pieces set-up for these fights has given some some write-juices to make the combat super interesting and get my hands in there, but I wanna see what lands on my desk before I go getting ahead of myself with them.

Instead, I have been given the Big Write Boner to write some threesome energy into the game, and seeing as I’m in a bit of a lul now before the rest of the dungeon content slides my way I think I’m gonna get right on writing a pirate team to come chase Steele down and plunder their booty, in all senses of the word.


0.9.080 Changelog:

  • PUBLIC Hardlight Taursuit is now available to the public which can be found out in the Rust Fields on Tarkus. By donning this lower undergarment, you can sprout a fully realized, fully sensitized taur body to experience how things are on the other side of the pasture. When you take it off, things should go back to normal.
  • PUBLIC Medical Milkers and MedImplants are now available from Implantation Station and KreamyFroot is available from Ellie.
  • BACKER Some new on-ship scenes are available for Nova and Kiro/Azra. They can randomly proc when Nova is in your ship storage and Kiro is horny enough or Azra is just generally available, with a 14 day cooldown between repeats. (The Biologist & Gedan)
  • Added a confirmation step for the rivals gender to the new game character creation flow. (Jacques)
  • Added a jetpack icon for jetpack accessories. (Jacques)
  • Added the ability to view the codex after a game over so that it’s possible to review playstats. (Jacques)
  • Added a means for us to forcibly update the mannequin display so that we can trigger it early for a variety of purposes, namely for bad ends that involve transforming the player. (Jacques)
  • Added another rendering mode to display art assets that should work better with pixel-art style images. (Jacques)
  • Added the start of various quest log structures for Phaedra content. (lowercase_donkey)
  • Added better clarity to the inventory set buttons to make it clear that the buttons can be used to access the set category. (Jacques)
  • Fixed some inconsistencies relating to freedom beef and sillymode availability internal to the means by which she is encountered. (lowercase_donkey)
  • Fixed some unclear layout when creating a new game when a game is already in progress. (Jacques)
  • Fixed some potential issues with how we check for a variety of hardlight suits. (lowercase_donkey)
  • Fixed some issuew with liferoot and radglow clamping an internal number in an invalid way. (lowercase_donkey)
  • Fixed blackjack stats not being displayed in the quest log encounters. (Jacques)
  • Fixed side buttons not properly displaying as disabled on certain screens. (Jacques)
  • Fixed some number display inconsistenties with game stats. (Jacques)
  • Fixed flags being removed from display when comparing items. (Jacques)
  • Fixed tease reaction text box positioning so that it aligns to the targets side of the display. (Jacques)
  • Fixed the First-14 achievement so that it triggers if the player decides not to fast travel to their ship. (Jacques)
  • Fixed Kattom showing up in the encounter log for no reason. (Jacques)
  • Fixed the internal VSCode tool to help structure scene content to better handle quotes around certain special characters, which should further reduce the rate we introduce italic bleed issues. (Gedan)
  • Fixed a milodan infiltrator bust from not being displayed. (Jacques)
  • Fixed milodan males not properly adjusting their combat description. (Jacques)
  • Fixed a gryvain techie loss scene not properly functioning. (Jacques)
  • Fixed levitation overriding flight, and it not clearing properly when we attempt to clear other modes of flight. (Jacques)
  • Fixed wing descriptions sometimes being able to double-describe their color. (Jacques)
  • Fixed some scenes not being properly setup to handle varied modes of flight that are now available. (Jacques)
  • Fixed simple melee attacks not properly missing levitating targets. (Jacques)
  • Fixed Sturm and Drang from being able to fire multiple times per turn, and enahnced this limit to apply to any weapon flagged as “Low Hit Rate”. (Jacques)
  • Fixed Flurry not being included in the questlog. (Jacques)
  • Fixed the mindwash visor not appearing in the list of installed devices under the masturbation menu. (Jacques)
  • Fixed the currency type used in Kiona’s shop being displayed inconsistently. (Jacques)
  • Fixed Tuuva’s credits not being displayed in the log. (Jacques)
  • Fixed Sera having morning sickness when she has no reason to have morning sickness. (Jacques)
  • Fixed the Bimboleum Emitter being infinitely lootable. (Jacques)
  • Fixed and updated the tooltip for the grey goo armor. (Jacques)
  • Fixed the locked passages around the Pump King not actually being locked and requiring the key, and that Pump King was missing from the log. (Jacques)
  • Fixed a potential re-activation of the “you are ready to level up” prompt if you haven’t yet actually levelled up. (Jacques)
  • Fixed the Uveto “Bitterly Cold” effect from being applied whilst in some caves and other indoor environments. (Jacques)
  • Fixed a variety of inconsistencies with elevator floor selection in different areas of the game, and added this system to Zheng Shi. (Jacques)
  • Fixed some incorrect parsers in an Anyxine scene. (Gedan)
  • Fixed an inverted lock configuration on one of the Zheng Shi elevator exits. (Jacques)
  • Fixed some issues relating to claiming the grey goo armor. (Jacques)
  • Fixed Bulky Belly being applied when wearing an item that puports to provide “belly support” like the Thraggen Harness. (Jacques)
  • Fixed a variety of issues and crashes behind the scenes with Rats Raiders content. (lowercase_donkey)
  • Fixed the shock hopper stats not properly querying the flag used to determine if you have looted the probe or not. (lowercase_donkey)
  • Fixed Siobhan’s bust not being used in as many places as it could. (lowercase_donkey)
  • Fixed a few issues with some of the ship weapon attacks. (lowercase_donkey)
  • Fixed a missing bust variation from one of our artists that was improperly configured in the manifest. (lowercase_donkey)
  • Fixed an inconsistent icon used for the Myrna event. (Jacques)
  • Fixed the usual assortment of typos, whitespace issues and italic bleeds. (Jacques, Gedan)

[TiTS] Spookoween Commences!

Envenomed Lorelei (Adjatha)

Envenomed Lorelei (Adjatha)

Tired, hungry, grouchy, still don’t have my car back. Hammering away in the codemines and trying to get back up to speed- taking longer than I would have liked, but as it turns out moving house is never as simple as it should be!

Anyway – spooky content is a go!


  • PUBLIC: Lorelei Cosplay – Lorelai has a new suit and scenes to enjoy if you go visit her! (B & Leek)
  • PUBLIC: Demon Dream Expansion – The trick or treat dream demons have new content! (Doots & Leek)
  • BACKER: Treat the Tricks – Halloween event on New Texas that can be randomly encountered. (HatTrick3010 & Leek)
  • BACKER: Neil & Selene Halloween – A couple of extra scenes available for spookoween! (Magenta Needle & Fenoxo)
  • Some assorted fixes relating to the barcode, roxy preg bust, zilpack crashes, and a handful of other smaller tweaks may not have been appropriately merged into the backer release- these should be present and accounted for now.
  • Fixed the pregnancy handler for Flurry and made adjustments to block the system we use for handling impregnantion events from possibly erronously trying to apply to NPC on NPC orgasms. (DrunkZombie)
  • Fixed inconsistent menu generation between Frostwyrm and Flurry interactions. (Leek)
  • Fixed some events around the players ship being in a placeholder-triggering state dating to prior to ships having “real” interiors; events aboard the ship, as well as approaching, entering and leaving the ship should fire more appropriately. (lowercase_donkey)
  • Fixed airtight flagged armors not approriately blocking various gas or fluid based attacks from having an effect on the wearer. (Jacques00)
  • Fixed some more balance issues around racial scoring including worg face types not counting towards worg scoring, avian subraces inheriting base score values improperly. (Jacques00)
  • Fixed the two maid uniforms not being different enough from each other to justify the price difference. (Jacques00)
  • Fixed the Gryvain Techie enemies shot not having appropriate implementation. (Jacques00)
  • Fixed issues with Nayna and Quaelle’s busts. (Jacques00)
  • Fixed a state cleanup hack that was attempting to handle some weird quest states around the Lab on Uveto not including ALL of the rooms relevant, functionally resetting the quest state to undone the moment you walked out and completed it. (DrunkZombie)
  • Fixed Kaska’s, Hellhound Syri’s busts not displaying properly. (lowercase_donkey)
  • Fixed a couple of typos. (lowercase_donkey)

[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)

  • [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)

    [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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