Boggy commissioned this art of their character turning into a spider from PrurientPie:
And their character and friends in the mermaid chapter from The Transform Tentacle:
Boggy commissioned this art of their character turning into a spider from PrurientPie:
And their character and friends in the mermaid chapter from The Transform Tentacle:
Custom species are back! Mods can once again add completely new transformations to the game. Become a busty quad wolf, anthro giraffe, a pig, or a crotchhugger. Or, if you’ve got some lua skills, you can make your own custom transformation.
Like all mods, custom transformations can be loaded via the Mod Control Panel in the debug rooms. After loading your selected transformation(s), also load method(s) to trigger them — such as a cursed collar or enemy. You can then experience the transformation in the debug rooms, or all the loaded content is also included in the mod procedural dungeon for a more natural/varied experience. After loading your desired mods, you can head over to the procedural dungeon (use teleporter in debug rooms, or head to SkyCorp HQ) and either lose combat with one of the transforming monsters, or find one of the cursed collars to wear. Then, enjoy your custom transformation~
Other changes/fixes:
LUA modding has been reimplemented into the game, allowing most mods to function again. This means the Wyvern Male is back, and he brought a new friend: Wyvern Shemale! (She’s just a gender swapped version of the male, for those who like their doms busty but still packing :3)
This green wyverness is eager for a mate, and it’s rumored she has a spare collar in her nest that can transform any wayward research subject that meets her rigorous standards into her new female breeding wyverness (which is anyone who seems interested in her massive, dual cocks).
She’s a loving, but firm mate. The wyvern will use her breeder regularly, making sure she’s always full of eggs. Since the new wyverness won’t be able to play with herself due to having wings instead of hands, she’ll soon come to treasure these sessions. In every case observed, even the most shy of research subjects are soon lustily begging their new mates to be filled up once their strong wyverness breeder desires kick in.
The shemale wyvern will protect her mate, too, ensuring she doesn’t wander out of the nest — it can be dangerous out there when you’re weighed down by so many eggs you can barely move. When the researcher’s four large breasts are full of milk, the shemale helps out by milking her. She does quite enjoy seeing how lusty her mate gets after a good milking.
If defeated by an unmated wyverness, the shemale will tuck tail and fly off. However, once mated, the new breeder typically finds herself naturally submissive toward her mate, becoming quite docile.
As with the Wyvern TF instinct system, there’s lots of teasing you through the fourth wall (get ready to be treated like a proper horny wyverness breeder, you slut <3). Actually, there’s a lot of content in here in general as the shemale wyvern will take different actions depending on her state and your state. All told, she’s got about 7k words of content — almost as much text as all of Chapter 2. [Note: Wyvern Shemale content is the same as Wyvern Male, just gender swapped.]
In addition to Advanced Monster Mods, also now supported again are: clothing, map, and entity mods. The re-introduction of LUA means people can once again create mods that add new scripted behavior to the game, such as unique enemies, new cursed collars, maps with unique functionality and so on.
There are still a few features not yet re-implemented, including support for custom species. The list of current mod support details the current limitations.
For those who modded before and are curious what’s new, there’s now a What’s New in LUA Modding wiki page detailing the new steps to write LUA code for the game. The process is a bit easier now, no longer requiring by hand compilation of the code.
If you’ve never modded before but are interested, the wiki modding tutorials have also been updated to describe the new process.
Sylvi made us a lovely art of our mermaid:
Another cute art by Sylvi, who is now our resident Succubun Mascot. Here’s an art she did of herself in her new form:
Don’t forget to give our mascot headpats (and cum ;))
r43.1 is now released and includes the ability to quickly customize your character when using chapter skip.
In particular this is useful for setting your name, as there previously was no way to set a name when using chapter skip.
Additionally, the following bugs are fixed:
Update for WIP Backers: For anyone following the autobuilds, a lot of progress is being made on reimplementing LUA support. The most advanced mods like Wyvern Male aren’t working yet, but some of the simple LUA ones like Spider Dungeon, Transformitator, Vending Machine, Weight Pendant, etc. seem to be working.
Thanks to Sylvi, who made some wonderful fan art of our Succubunny:
Thanks to Sylvi, who made this great fan art of our dino:
r43 is released, primarily focusing on re-introducing basic modding functionality.
Simple Monsters Re-implemented
The mod browser works again, as do simple monster mods (ones without LUA code). This means you can create monsters in SCLab (no coding required!), play them in-game, and share them in the mod portal again (instructions here).
Note that this is only the start of re-implementing mod functionality. LUA support has not been reprogrammed yet, so advanced monsters (as well as other types of mods like transformations, etc) do not yet work. I have created a list of currently working mods.
Procedural Mod Monster Dungeon
There is a new procedural dungeon, currently located in SkyCorp HQ. Like the procedural swamp dungeon, it creates a random map full of randomly spawned monsters. This time, however, the spawned monsters are any loaded monster mods. Any monsters you load using the mod panel in the debug rooms will be spawned into this procedural dungeon.
To make this technically possible, there is a new setting on the mod panel called ‘Infer ID’ which will auto-assign an ID to a mod even if the mod author didn’t previously specify one. You can toggle this setting or learn more about it via the mod panel.
Memory Fix
The previous version, r42, had an error when saving and loading games leading to exponentially larger save files. This is now fixed in r43.
If you notice your game takes a while to load (I have seen some taking upwards of a minute!) you should re-save your file in r43 and try reloading it — it will hopefully reload and play much faster now.
I also have some functionality now to limit memory usage to prevent things from getting quite so out of hand in future, however, as this prevents loading the very large save files I plan to hold off on that for at least one version cycle. So, any slow-loading save files on r42, please go ahead and resave on r43.
I also implemented a large-memory warning that would theoretically pop up if you have some mod loaded that’s using massive amounts of memory (or in this case, a memory leak bug) and to help catch things before they get out of hand. Unfortunately, it doesn’t seem to consistently display on the production servers, so I’ll have to look at that more in future.
Swamp DLC Progress
FYI behind the scenes, some more progress has been made on the sewers expansion, though none of that is visible yet (if you have WIP you might be able to see the new scenes in Naga’s quest line, but there’s no text in them explaining what they actually are).
PWAs / Android Chrome
If you recall, there’s a PWA version of the game. The PWA lets you add an icon for the game to your list of apps on your phone and launch it as easily as any other app.
Currently, when launching the PWA version of the game on Android, the bottom row of buttons is missing. After doing some research, it appears Chrome broke something and it’s affecting quite a few PWA applications, including us.
For now, I’ve disabled the PWA install on Chrome Android, though it can be force re-enabled via the pwa instructions page. PWAs appear to still work fine on Desktop platforms, as well as iOS. In addition, the bug that last year broke Firefox Android PWAs apparently just got fixed, so that might be working again as soon as the new Firefox build is released to their stable channels.
For Android Chrome, you can still play the game as normal, it’s just via web browser only (which does support fullscreen and portrait/landscape orientations). Just the only missing part is being able to have a convenient app-style interface for it — which you can still work around by using Chrome’s Add To Home Screen on the build select page. I could potentially make an (online) APK version via Electron or something, but before I look into it, I’d like to get a sense of how much people care about it. So I posted a new poll:
Active backers can vote in the Researcher Intranet as usual for polls.
Fixes