Everything I will talk about here has been coded into the game but might not always make an appearance yet. If it's mentioned, it's no longer in concept phase but almost if not completely operational, just waiting for content to make use of it. Too keep track of what is / isn't visible in game please refer to these two:
-Not Yet Visible (But implemented): NV
-Visible: V
- Revamped Layered System (Partial V. Only Lucien(Player) so far) :
- (NV) Allows to change colours of all elements of the characters sprites and scenes.
- (NV) Allow to swamp elements of the characters from pilosity, eyes, ears, haircut, skin details, etc.
- (V) Belly growth (one stage for now).
- (V) Multiple layer clothing/accessories/tatoos/etc. handling (only a tshirt and jeans for now).
- (V) Dynamic shadows (sort of visible, the shadow will take the ambiant environment's tint on character sprites to make them feel more integrated).
- (V) Full body dynamic sprite for all views. Which means changes will apply everywhere.
- Transformation Framework (NV):
- Once you receive a seed from any race it remains in your body even if its presence is equal 0, it becomes dormant instead. Which means a favourable environment can bring it back.
- If a body has room for transformation, which is usually the case for human which are 50 to 60% human, and 40% nothing, the growing seed(s) will take advantage of that space without any resistance possible.
- If the seeds in a body are desiring to grow when the available space in the body is occupied, there will be a battle to determine which survive and which perish.
- Seeds are ranked by how far they rooted inside someone, depending on that rank a seed has different resisting rolls.
- A ranked seed resisting will retain its base presence in the body, this is determined by their rank : Anchored = 20%, Dominant =40%
- Some seeds have symbiotic preferences, meaning they will avoid stepping over another seed if its race and presence are matching its liking (ex. Rats like the human nature to stay at 30%, they won't try to take more than this for it)
- The total of a body's seed's presence must never go above 100%, if it's the case we round things to 100, assuming higher ranks try to claim their base presence back, we check if their combined presence goes above 100 by themselves, if they do we make every seed attack only the higher ranks until the overflow is taken away entirely from them.
- The UI will eventually allow you to monitor how well a character is being corrupted, opening doors for breeding management mechanics.
- This is a side note that means little to the player but, this system allows me to manage TF in a more elegant fashion, before I would just create a different character per transformation, which meant carrying data from the original to the transformed was a nameless mess.
- New Event Handling Framework (V+NV):
- (V) All events are now classified by : Actors (actives, passives, witnesses), Activity (Fuck,Touch,Talk,...), Location, Tags (#scary #sexy #suspicious), turns and phases. They also have a name and a description from which you may search the words within.
- (NV) Coming soon, a memory log menu allowing the player to search and use events he witnessed. This is in order to jump in and out easily in any saves where you might not remember what path you followed. This will also, and perhaps more importantly, be useful in conversations with other NPCs where you'll be able to use these events in various context (Showing yourself trustworthy by giving valuable information as a spy, Intimidating someone by bragging about something you've done that is likely to scare them (say a character is scared of guardians or Amaïr himself, if you tell him you fucked him and you sound convincing, they're likely to respect you more), Argument by revealing contradictions in one's testimony, Flirt about something sexy a character did or pressure them about something suspicious they've done).
- (V) Compatible with the notification screen
- New Random Encounter Framework (V):
- Rolls, 1d100 per possible encounter. In addition it will be possible later for the player to roll for perception in order to avoid danger.
- Multiplier, each encounter has a rarity factor that multiplies the end threshold (success rate), meaning a common creature will most likely succeed its roll while a rare one might not appear all the time.
- Initiative, to avoid having some common creatures systematically stealing the spotlight, the initiative factor will allow creature to impose their presence regardless if the other encounter scored better.
- Opportunist, some creatures enjoy taking advantage of the aftermath, this is the case of goblins for example. Meaning if they don't make it for the first round, they will compete also for the next. Only Opportunistic encounters can participate to a second round. Also the second round will only occur if you end the first encounter in the same location.
- Types, all encounters are categorised with a series of tags that we call types. "Demonic", "Beast", "Ethereal", etc.
- Influences, this is perhaps the biggest game changer, encounters will see their chances increased or decreased based on the Area and the statuses. They will have 3 levels of influence : Specific (the encounter itself), Type (types of encounters) and universal (all encounters).
- (NV) What it means is that you'll be able to play around with the location and your different statuses to increase or decrease the likelihood of any and all encounters. Have drank or been bred by satyr cum recently ? That's a universal increase. Dressed in colourful clothing, that's a type "insect" increase. Trying not be found by the Hunter, maybe a little spell can make you look less human. Can't find any slimes ? Maybe check the swamp.
- New Music Operator (V...Audible ?):
- Adjust the music automatically based on the location.
- Allows for multiple synchronised tracks to play.
- In general, just a much cleaner way to operate, it prevents me to backtrack everywhere in the script and makes for smoother transitions.
- Improvements (V):
- Reaction commands will now only activate once they're pertinent, meaning you don't have to press all the buttons to see what works anymore.
- You may now hug Rohan, Anthony and Amaïr.
- Relationship stats now have more instances that edit them.
- Notification system extended to Memories, Locations, stats and relationship changes.
- Clearer dead ends, curtesy of WIP guy.
- New Exploration Mechanic (V):
- With Yuvee you can now explore dark areas.
- Watch out for his appetite, he devours the shadows around him.
- Click where you want him to go, but be careful not to send him on a trap !
- New content (V):
- A teaser for the forest, with a few Encounters mainly.
- New areas : Mines and caves are now explorable.
- New drawings sprinkled everywhere:
- 57 illustrations added, including some redrawn like the Slime using Cyril.
- 22 sprites added for characters.
- 44 scenes and scene elements added.
- 9 new items.
- Exploration progression:
- Anthony's Cell fully coloured with visible Anthony.
- The Guards Quarters : One interaction with the cocoons
- Courtyard + Gate : Multiple interactions and goblin task cycle. Also visible milking barrel loading.
- Milking Pods Corridor : Will stop you if milking day, milking pods are now partially interactable particularly with summons.
- Control Room : Joseph will guard the entrance, Michel and Joseph can be interacted with, access to broken bridge area, refreshed art.
- Rats' Lair : Observe your mates being transformed by the rats and participate to the gang bang.
- Broken Bridge : Jump or find a better way to cross the water.
- Sewers: Interactable stream of water, refreshed art.
- New encounters during rest
Note : I won't go over the new content in depth just yet, I'd like you to experiment it for yourself, a guide will come out eventually. For now I'll keep it vague. Please enjoy !
PS: Sorry I couldn't squeeze any extra costumes just yet ! But it's coming very soon !