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r43 – Simple Monster Mods are Back!

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

  • Cow slugs (ooh, interesting combo :3) who use the slug still will now have both their milk and slime milked (#108)
  • Quit button now works on iOS (#101)
  • Exceptions during load, such as out of memory, should now display something user-visible instead of just black screen

 

r42 – Procedurally Generated Sewer Dungeon

1080p:  Pg 1, Pg 2, Pg 3, Pg 4
Full HD:  Pg 1, Pg 2, Pg 3, Pg 4

r42 is out and contains the first part of the new sewer/swamp DLC!

As this content is rather large in scope, I’ve decided to split it into several more manageable updates.  This is the first of those updates which focuses on the dungeon itself, though you can expect a more story-focused and enemy-focused sewer DLC update in future, too.

This update has taken longer than usual for a few reasons, but a big one being I’ve been focusing on replayability for this DLC.  I’d like this to be playable multiple times, which is one of the reasons the marquee feature for this update is…

Procedurally Generated Sewer Dungeon

Inside the Sewer dungeon, you can now find a special doorway.  Using this doorway will let you enter a randomly generated area full of more slugs and frogs to defeat.

This system is compatible with save/load as well.

VCiV Side Missions

In the VCiV base, you can talk to Malory to request a Side Mission.  This system provides an objective for exploring the procedurally generated dungeon, and even allows you to customize the dungeon’s size.  You can also set parameters for whether debug box should be allowed, whether to limit your own level to something appropriate for the dungeon, and more.

Infiltrate the dungeon, find the intel, and return to Malory.

The fastest way to launch into the Side Mission is to choose the Ch6 starting point, then proceed north to speak with Malory.

Slug Still

Inside the procedural dungeon, you’ll also find a new toy to play with.  The Slug Still is used for milking slugs, though it will also work on frogs, cows, or anyone else with milky breasts.

Beyond the expected options to attach the hoses and turn it on, you’ll also find an ability to wear a special ball gag.  When in use, the collected milk will be redirected back into the wearer, resulting in weight gain.  Due to the industrial strength of the machine, this can cause an inattentive user to bloat to very nearly immobile sizes.

Note that you have some flexibility on how long to let it milk/inflate you.  However, if you get too horny using it, you might get too distracted to be able to turn it off for a while~ 😉

Additionally, I have left in a debug option that will allow slugs to operate the machine by themselves.  (Normally, an NPC would need to operate the machine on behalf of a slug due to a lack of limbs.  As this NPC has not yet been implemented, this temporary debug option lets you simply override those checks for now.)

Secret Easter Egg

Somewhere hidden in the game, I’ve added a special hidden Easter egg.  Eating it will do something fun.  Enjoy~!

Level Limiter Tattoo/Piercing

A new level limiting item forces your level back down to level 1.  This is quite helpful for making the slug dungeon replayable, and so is integrated into the side mission parameters.  However, it’s available from both the jewelry vendor and tattoo vendor should you wish to use it by itself.

Code Improvements

A number of code and engine improvements have been made:

  • There’s a system that now lets an arbitrary number of options be added to the screen.  This is useful for scenes like the Side Mission Configuration which has more buttons than space.  (It re-uses the items-in-world list to display more options.)
  • A fair bit of code work has been going on in making it possible to isolate future NPC behaviors so multiple NPCs can re-use common actions and have a wider set of player interactions.  Without spoiling too much, this will be very handy for the future sewer enemy update.
  • WIP backers now have access to a new ‘Unstable Server’, which pulls the latest version of the UI.  (This is useful for when WIP’s autobuild requires a UI update.)
  • Ability for player pickup function to run silently (ie, in case an NPC is picking something up ‘for’ you)

Failed Character Visualization Experiment (WIP)

One thing I had always wanted to do was add a character visualizer to the game.  I always figured it would be impossible given the size, so I was ecstatic when an anonymous artist (no one mentioned here) approached me with interest in doing this.  Unfortunately, after I implemented the feature over three months, the artist needed to increase the discussed price by 10x, so I had to scrap the plans for this for now.  In future (and definitely after the sewer updates are finally fully out) I might still try to do some part of the art myself and release it that way.

In the meanwhile though, WIP users can see the test version of this by pressing ` (backtick) and clicking Character Visualizer.  It should be noted that the current art is extremely unsexy, being mostly intended as very quick placeholders.  But it should work for the basics of human, fox, dragon, and dragon queen (doesn’t yet include dragon queen belly though or many of the requisite visual features).

To be clear, it’s definitely not worth backing WIP just to see this.  However, if you’re curious to see the bones system I was going to use for this feature (you can click the various limbs and move them) before I shelved it, it may be interesting to you.

Misc Bug Fixes

  • Fixed dino bug that may have either caused a game crash or to respawn at wrong campsite on death.
  • Fix bug where dragon queens weren’t climaxing while laying eggs (ie: if arms were restrained, or too fat to reach pussy, etc.)
  • 105: When player is null, options disappear
  • Fixed up the player description panel when player is slug. Still not 100% perfect, but doesn’t talk about walking around on ‘non-existent feet’, etc anymore
  • 107: Grammar error in intro

Today’s update art was created by Visorelle.

Faster Access Enabled on Patreon

Small update that only affects people who sign up for Patreon in future (ie, does not impact current subscribers) — we’re now on Patreon’s new subscription billing system.

The new system does a charge+access on signup, and then again one month later (like netflix or almost all internet subscription systems — not tied to the first of the month).  You can confirm your next bill date by checking your next charge date at checkout (or after sign-up: in your Active Memberships tab).  Definitely seems a lot more logical than Patreon’s original model and I’m glad it’s being offered.

The biggest upside is this means no more waiting until the first of the month for new Patreon users!  Depending on how fast Patreon API is, it may activate as quickly as instantly, after 30 minutes, or if the API is being slow, may take up to three days.  In any case, a lot faster than waiting potentially weeks for a charge if you backed at the wrong time of the month before.

The downside is behind the scenes, Patreon API now doesn’t provide me the same useful information that I used to be able to rely on.  I ended up having to rewrite the API integration another two times, now with more error-prone data, but it appears to all be working now. (BMT and most other payment processors provide a lot better data in this regard, but that’s a rant for another time).  The takeaway is if you back, and it takes more than three days, please contact me so I can figure out what’s going on.  Though as of this writing, everyone’s access appears correctly set, so we should be all good to go.

Also, I went ahead and enabled support for annual memberships, as a few people said they’d like this in the survey — currently though the annual plans are just for convenience (same cost).  (In terms of other, potentially more significant changes in future, I’m still carefully considering the results of the survey — thanks to everyone who filled it out!  I was surprised to see as many responses as I did, and some of the comments were very uplifting to read, thank you <3)

Content-wise, things are slowly moving forward for the upcoming sewer expansion content DLC chapter.  Hey, it’s hard to code quickly when you’re a sluggirl :p  One of the more interesting new items implemented since last post is a level limit piercing / ‘Easy’ tattoo, that locks your level to level 1.  That’ll be helpful for revisiting the sewers so you’re not overpowered (or if you’re just looking for a hard time~).  As a reminder, if you’re watching stuff happen in the WIP build, please do NOT overwrite over your stable version saves.  (WIP is usually a hot mess so save/load is likely to get corrupted, only saves from release/non-wip versions are supported.)

Anyway, that should about wrap things up for now.  More to come…

TLDR: if you’re an existing patron, there’s no change to your billing date or schedule — the new billing system only impacts new sign-ups, who can now get access more quickly.

2022 Pricing Survey

Hello! Periodically, I like to poll the community to get your thoughts about the pricing of the game/tiers. The last time we did this was at the beginning of 2018 and quite a lot has changed since then.

With that in mind, I’d appreciate if you could complete this survey. It should only take ten minutes.

The form contains various speculative questions about potential price changes and payment methods, but to be clear, nothing is definitively changing yet. This is just to get your opinions about potential changes sometime later on.

Thanks for answering the survey as it will help inform me of your thoughts.