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)