Feature poll voting is now closed, with ‘Rework intro so you can choose your reaction (affects initial acceptance rate)‘ being the winning option. You can see all the results on the previous blog post.
Author: Skye
r26 Released – Map Mods / Spider Dungeon
r26 is now released to private backers via the researcher intranet. Its main feature is Map Mods, allowing you to create your own maps to explore in the game.
Two maps are provided to demonstrate this:
- Sample Simple Map is a basic map demonstrating placing rooms, entities, and linking everything together.
- Spider Dungeon is a more advanced map focusing on the custom Male Spider enemy:
- Can you steal the treasure from the spider nest and escape? Or will the spiders get the best of you and transform you into their mate, forever filling you with brood after brood of spider eggs…
Mod mapping also supports lua script, allowing scripters to define custom player respawn logic for their map. This update also allows scripters to create Location objects via the Map class, as well as set the player location via the Player class.
Feature Suggestion Poll
March 1 Patronage Processed: Patreon was a bit slow this month, but finally finished processing the pledges. I have updated the intranet with everyone’s access. If you still don’t have access but should, then please contact me using the e-mail address listed in the support section of the intranet.
(Update – there was a bug that prevented some people from accessing the portal — if you had problems earlier today, please try again now and if you still have any issues, please give me an e-mail)
New Poll: The new poll system is up and running, with a new feature poll to go along with it. If you’re currently a Patreon or BMT subscriber, head over to the researcher intranet to cast your votes. You can vote for as many or as few features as you like.
The options are listed below (click Continue Reading if you’re on the main blog page).
Patreon Reminder
Reminder that it usually takes a bit for Patreon to process all the transactions, so they haven’t been updated on the intranet yet. I’ll be keeping a close eye on Patreon and will update it as soon as the charges are complete.
If you’re a new backer, don’t forget to link your intranet account to your Patreon account in the intranet to avoid future delays afterward.
New Poll + Map Mods Soon
Within the next week, there should be two new updates — one for the game, one for the website.
Map Modding – The new build will unveil map mods, allowing you to place all your mods in interesting scenarios / levels. If you want to get started on that, the tools are already available — check out the excellent Trizbort software to get started.
New Vote – A new vote will be set up soon. I am writing a simple poll script for the website so you’ll be able to vote regardless of whether you back via Patreon or the new BMT subscriptions. Note that it’ll work on the same monthly cycle as the builds do, so if you’re a Patreon backer, you’ll need to ensure you’re backed by the end of the month in order to vote in it (which is today!).
r25.01 Dinoian Fixes
The previous build accidentally broke the Dinoian chapter. This is now fixed in r25.01, along with a few other fixes for that chapter, including:
- Fixed a save/load issue where saving after Hanako begins teasing you but before the chapter’s transformation resulted in never getting transformed.
- Fixed a few minor text bugs referring to your ‘missing’, or otherwise referring to what you look like before the TF instead of after.
- And fixed the crash that prevented playing the chapter at all in r25.
r25 Released – Modder Requests
This release features several new mod API features requested by modders in the Discord server.
Also, we have our first user created transformation mod — check out the new Pig TF and Pig King mods by Luxious if you like weight gain stuff!
Details:
- Monster mods can now cause the player to transform into a custom species. To do this, instead of specifying an integer for ‘bodyType’, specify the string ID of what to TF into. See Pig King for an example.
- Most game objects that you can get via functions will have a .type that indicate their type, ie: “Player”, “Entity”, “Species”, “Clothing”.
- Added new clothing functions, so you can get a clothing item worn in a particular slot, or get clothing-specific information about it. See the Pants Enthusiast sample.
- Custom entity spawning — By setting an ‘id’ parameter on a mod, you can now spawn entities, clothing, and monsters via LUA script by way of Entity.Generate(). You can spawn both custom and non-custom creations this way.
- See Vending Machine for an example of spawning entities.
- See Monster Machine for an example of spawning monsters.
- Logging cleanup so as to not spam during normal gameplay if new LUA entities are spawned.
- Multiple custom monsters can now be loaded and run at the same time. Debug Mod Control Panel will still nuke the previous monster, but generated custom monsters via Entity.Generate() will stick around forever.
- Renamed Debug Monster Control Panel -> Debug Mod Control Panel.
- Fix for error loading Kitsune / monsters that don’t cause TFs.
Next up, I’ll most likely be looking at custom map support for mods (which will allow you to place all your mods in interesting scenarios / levels). If you want to get started on that, the tools are already available — check out the excellent Trizbort software.
Modding Video Tutorial for Windows Users
I have recorded a video tutorial on how to setup, compile, and run LUA programs on Windows machines.
If you were previously having trouble, it’s likely due to b64’s tendancy to include line break characters. I’ve demonstrated a new method in the tutorial and on the wiki page that uses a different program instead.
r24 – Transformation Mods + Business Model Changeover
Bunch of updates today:
r24 is released with Transformation Mods! Create your own species to transform into, including the exact method of transforming into it. Check out this wiki page to learn how to make your very own transformations.
New login system is also included in the r24 build. Full details in the previous post, but the big feature is that android users will no longer need to type their password in each time they want to access save/load.
Giraffe TF is the first transformation mod, check it out here if you like giraffes or just want to see how to make a TF mod.
February 1 patrons have been processed and should now have access to the game. A few people didn’t have their account linked, so check your Patreon inboxes for next steps.
The business model of the game has been updated as per the last couple posts. BMT payment options have been updated along with Patreon reward tiers. If you hadn’t seen those posts yet, please take a look for the details.
Pricing Changes + New Build Coming
Thanks to everyone who filled out last week’s survey. The majority of people polled thought it would be fair for the game to move to a monthly payment model instead of a fixed price, with the leading suggestion being $10. So, I will be making this change at the end of the week after the Patreon pledges for Feb 1 go through.
I’m appreciative for everyone who supported this plan — as the base game content wraps up, I think this is the simplest and fairest way to support ongoing releases. I think 10 is the right balance between making it accessible, but also being large enough to support the game as the game’s focus is extremely niche and only appeals to a small number of people.
As a reminder, this doesn’t change anything for people who already bought the game (or buys before Feb 1) — you’ll still have access to updates to the base game as always. This is only affecting new purchasers, as well as people who want to get DLC later on.
After Patreon finishes the Feb 1 pledges, I’ll be changing the tiers as indicated in the previous blog to reflect the monthly system. I’ll also be releasing the new private build at that point (so probably Thursday or Friday).
In addition to Transformation Mods, the new build will also have a new login system that can remember your login credentials between sessions — no more constantly typing your password for android players! Since it’s all automated now, the login screen is now the start-up screen for private build players. Ideally you won’t even notice this since your credentials are already stored. If you’re offline, it shouldn’t break anything as long as you’ve previously played online sometime within the last month. Hopefully this new system will make playing the game a lot more seamless, especially for mobile players. When the game eventually switches off of Flash, this system will be useful for desktop players as well.
