Adjatha, Crash Landing Crew (Nude)

Art by: Adjatha

After the last couple of weeks cranking on things as hard as possible, I’ve mostly just had a bit of a slower week to recover. Chip away at a few bugs and try and polish up a few things but nothing really huge – and made myself a couple lists of things that bug me around the game to get on fixing and cleaning up in the near future. Nothing really huge, just bits and pieces of inconsistency that now that I’ve seen them I can’t unsee and it’s going to bug the ever loving shit out of me until they’re handled.

Aside from that, I think this week I’m gonna spend a bit more time in the bug mines and then get back onto the PWA thing. When I left it to handle the Electron image pack stuff, it was right on the cusp of working at a base level, close enough to feel like it was actually going to work for what we want it to do. It even has a pretty strong effect just for regular online play by increasing how much data we can cache, and thus, makes repeated loads of the game feel way, way snappier.

TiTS 0.9.009:

  • BACKER: Edan pregnancy is now available for backers. I don’t think I need to explain any more than that! (Skom & DrunkZombie)
  • BACKER: The Pudding Panic Porno codex is available. (Frogapus (maybe, didn’t put a name in the source document so who knows!) & Leek)
  • BACKER: A bevy of scenes from Will, spread around the game. Something for Shekka, Able and Anyxine. (William & Leek)
  • PUBLIC: Mitch is now available for public consumption. Check ’em out on Canadia Station. (Mitch & Lowercase_Donkey)
  • Verusha has had a bunch of bugs fixed. She should no longer appear in Anon’s bar before she should, multiple sequence breaks in the process have been closed up. There may still be a few lingering issues because the process is complicated behind the scenes, but it should be much more correct. (Gedan)
  • The Zil Village on Mhen’ga has had a few tweaks to block access to scene-only rooms. (Gedan)
  • The Omnisuit should no longer duplicate itself when resetting it through the Interact interface. (Gedan)
  • Using a Taxi on Uveto should no longer skip proper execution of a Syri scene on arrival, replacing the buttons to continue the interaction with her with one that just dumps you back to gameplay. (Gedan)
  • Clobbered a bunch of missing variables in various places in the code. (Gedan)
  • Reworked how we handle the active NPCs at a bar so that the active one should serialise appropriately when saving. (Gedan)
  • Removed the big warning shown when loading out of date saves; it has served its purpose and now things should be much more stable. The message was only ever intended as a heads up to pay attention to the details because something might be off with the loading process considering how quickly things were being moved around. (Gedan)
  • Cleaned up the save version upgraders to handle older saves with much more grace. This should resolve a bunch of undefined/push errors when loading saves. (Gedan)
  • “Limber” now counts as part of the isFlexible check. (Lowercase_Donkey)
  • Player character names should no longer display with extra spaces at the beginning or end. (Gedan)
  • Bunch more busts are fixed. (Lowercase_Donkey)
  • The ship inspect interface now lists the available storage spaces and categories of the ship- these might not yet be fully wired up to actually limit the stored items properly, but I don’t think we’ve ever really had any different values so I trust if we do, we’ll find out about it pretty quickly. (Lowercase_Donkey)
  • The map now displays tooltips if you hover over a room for a bit to show the name of it- will likely see more tweaking in future. (Lowercase_Donkey)
  • Fix hard light items that were in storage rather than just in the players inventory directly when importing a save. (Gedan)
  • Fixed a map rendering style issue with rooms flagged as SPIDER_WEB. (Jacques)
  • Feian flags have been fixed. (Lowercase_Donkey)
  • Fixed a few lingering logic statements that could never trigger. (DrunkZombie)