Adjatha, Lorelei Catte

Adjatha, Lorelei Catte

It’s been a busy couple of weeks for everybody on the team. The patch notes might not seem all that huge, but that’s mostly because I just don’t have the energy to dig through and comprehensively list every last little thing that got fixed up since the last update. The last build was in a pretty good place, so the burning desire to “force” another update out and potentially untip the scales back to something less stable wasn’t a lingering thought, so we’ve just been plugging away, sweepin’ the floors, keeping everything ticking over. We’ve got some old faces back again and getting up to speed with the code, and our weekly meetings have had a definitive shift in tone from ‘Getting back to where we were before the port’ to spending the overwhelming duration discussing whole new content.

First and foremost, no specific backer content this patch. We’ve got new content, but half of it is obviously time-dependant being that it’s a halloween related event, and the other stuff is a whole gaggle of smaller interactions across TONS of existing content. It didn’t make sense to try and gate it off in any way.

Backers are going to be getting a big, meaty new dungeon soon though; Fenoxo has put the finishing touches on the last of the combat mechanics, so now all that is left is gluing the content all together and getting it tested. SOON™.

I lost a week massively upgrading the build system and cleaning up things that have been bugging me about it for a while; it is much, much faster than the last iteration, which is incredible considering that in and of itself was rapid as hell. And then I lost another week to what I originally thought was a dying graphics card, but turns out to have been a dying displayport cable instead. I had no idea that a goddamn displayport cable could dead ass kill windows, but we live and learn I guess!

I might have to rapid-fire out a couple of builds to ensure some new components of the build process are working as expected across all the release types, but there should be no big goofs lingering to bite our hand off.

0.9.022 Changelog:

  • PUBLIC: Sophora, Syri Sit, Squid Wallslut, Anno’s Maid Titjob, Olympia Facesmothering, Kui-Rodenian Porno and Amber Preg are all now public. (Many!)
  • PUBLIC: There’s a new Halloween event available involving Lorelei. (B & Lighterflud)
  • PUBLIC: The Slave Uniform on Zheng Shi has been moved out of the mines and onto the Slave Pen tile near Maike’s Shack (Where Tivf is) in the Hangar. Wearing it now acts as a disguise through the Mines & Foundry decks. Jumpers and Slyveren Slavebreakers have new scenes the player can be subjected to in order to maintain the disguise. (Will & Leek)
  • There is now an integrated update checker built into the game. The first time you load up this patch, you’ll be prompted if you want to enable it, and the option to change is tucked in the options menu if you change your mind. (Gedan)
  • Dizzy should now be considered potential nursery staff correctly.
  • There’s been a lot of small tweaking to the formatting of the combat UI, including new overlays to better communicate enemies who have been defeated. (Jacques)
  • A big overhaul of how we organize certain commonly used functions for specific NPCs. We might have missed and broken a few things, but we’ve moved a few thousand of them around probably so… (lowercase_donkey)
  • There’s been a massive number of commits fixing small issues all over the place. I’m not going to attempt to dig through every one and list it, but it is a lot. (Many!)
  • Seriously, it’s like a couple hundred commits of fixes. (Many!)
  • There’s now a panic button to hide the game UI, bound to “[” by default. (Jacques)
  • A bunch of data in the image manifest has been normalized for display. (lowercase_donkey)