Portals of Phereon [v0.28.0.2] [Syvaron]
Portals of Phereon is an exploration/ management/ breeding / turnbased (on tilemaps) strategy game with Monstergirls.
There are 3 different maincharacters (female, male, futa) with a different set of abilities/ goals etc.
There will be a lot of base species
(currently 10 (Beast, Centaur, Harpy, Succubus, Mermaid, Plant,Insect, Lavagirl,Lizard and a Light Creature))
and ALL possible combinations as hybrids as your characterpool to recruit from/ breed.
(+ some special hybrids with more than 2 bases)
Npcs will mostly be variants of those species or completely unique ones.
Exploration:
Go through randomly generated Portals, discovering/ recruiting new Species, finding interesting items/ events etc. and bring your rewards back home.
Some portals may need flying characters etc. to access.
The overworld map is also tile based.
Combat:
Turn based on a tile map with permadeath. Characters have a lot of unique abilities, passives based on species. First all your characters act then all enemy characters. To make permadeath/injuries in this system not too frustrating, ranged abilities are very limited so enemies couldnt just focus all their attacks on one of your characters, instantly killing it. Instead characters are able to seduce others from far away, increasing their lust. While their lust is above 50% they get a lot worse (take double dmg, deal half etc.), so “ranged” characters still have a big influence on the game while not feeling too unfair. At 100% lust characters cant do anything except masturbate/fuck, effectively stunning them for a round.
mana and hp never regen naturally and the gametime passes during combat, making every single battle important, forcing you to think about how you want to prioritize your ressources (hp, mana, time, characters, etc.). (I always hate completely meaningless filler battles in games).
Breeding:
Breed your characters’ traits/stats to create a team specially tailored to your playstyle and/or portal environments or to prepare for certain fights/fullfill requests etc.
Town:
fight in arenas
train your characters/your sexSkills and put them to use in the brothel
build upgrades etc.
do quests/ interact with npcs
SexScenes:
They will mostly be Image slideshows with descriptions etc. (maybe sometimes animated)
There will be a lot of random events that occur based on your party/ biome/ rng etc.
Npcs will have more complex scenes where you have a lot of choices.
I try to have everything porn related to also have gameplay consequences, so seeing sexScenes etc. is not the reward in itself, otherwise it would feel weird to be punished for it gameplay-wise.
- If you would get a new tracker entry while already having all, events would softlock the game.
- Dates could last forever if you only use talk/location activities.
- Gene enhancer displayed +2 as possible range, instead of +1. Luckygenes randomly applied to gene preview.
- Added difficult mythic essence portals. They appear after you won the game.
- They always have one strong new enemy modifier.
- They generally provide unique essences as tools for more flexible teambuilding etc.
- Changed some tracker requirements/chance, particularly town recruits.
- drink daily check was reversed
- new achievement unlocked wrong thing.
- a new unique had wrong movement type.
- Reworked insectgirls a bit.
- Updated queen/drone sprites.
- Both Queens now have a different drone summon to collect and one for combat.
- Drones start at 0 mana, but can collect more for the queen.
- Combat units can’t transfer mana, but have useful skills etc.
- Most hybrids have some new onGettingFucked triggers. Abdomen now let’s those trigger even if no partner energy was spent.
- 4 new uniques.
- added new events for existing uniques.
- buffed many weak/mechanically boring uniques in some ways.
- Added more “chance” skills to uniques. Let’s you adapt them or for use as 4th mc.
- Added some missing unique sprites.
- Roctu is no longer exlusive to rock element. Requirements for town summoners changed.
- New tab in journal.
- Mostly affects non-freeplay games:
- At the start of a game you get a few optional hidden uniques to track.
- Other uniques won’t appear in that run. (until later)
- Always start with one entry you don’t have in the gallery yet.
- You slowly reveal information about how to encounter them as you trigger events.
- If you have the gallery entry for a unique, revealing their name immediately reveals all other infos.
- General chances for recruit events are higher. Some requirements are changed. (specifics shown in gallery now, if unlocked)
- Fixed story or reward characters are unaffected. (Terra/Avy/Sangara etc.)
- Each character recruited this way has a random bonus (until fused). (+50% str, +100% beauty etc.)
- Generally the goal is to make timed runs more varied as you get different strong uniques early on, while not completely displacing normal units.
- Values will likely change with testing.
- Added small pond overworld objects which act as consumable fishing spots. possible in rare biomes.
- New fish and bait. Can fish items based on portal wealth. (catch baitfish first)
- fixed camera bug in portals.
- Added a button to lose fights immediately in combat menu. (prevent some possible softlocks etc.)
- Added genes/personality infos to hover for uniques in gallery. Also includes recruit infos and some lore text.
- Added small checklist of possible daily things as tooltip for sleep button. (bug: drink daily check reversed)
- new events. Changed colored plants event.
- Encounters through events/colloseum etc. should more accurately represent biome, including special species etc.
- Injuries heal at 100/max stam/morale. Infirmary just lowers the requirements.
- During freeplay, rival power increases after raising world level, not with time.
- maincharacter couldn’t freely replace uninheritable skills.
- some issues with human species inheritance.
- freeze didn’t count as negative status for lizard 5 synergy.
- challenger achievement listed wrong goal.
- could exceed max genes with farm potions.
- gene enhancer didn’t always display increased max range.
- Added a new unique.
- Hatcher trait now let’s you instantly hatch one egg each day.
- Fusing humans also results in different types based on genetics.
- All types count as human for unique inheritances.
- bonus fusion cost doesn’t increase in freeplay.
- daily battles requirement always fit mc size.
- changed some overworld effects/removed distortion.
- spawned flowers have more mana.
- Sometimes passing day with too high or low rep caused errors/softlock.
- lumira event increased current stam instead of max
- level didn’t get inherited properly within ranges in some circumstances.
- “Explorer” removes price scaling with upgrade rank. and only doubles wealth.
- common items now scale 25% each upgrade (though forgot to update tooltip)
- New bug: items with manacost above 5 get lowered to 5 on upgrade.
- 6 new species (1 robot, 2 biome uniques, 3 evolutions)
- 2 new uniques
- added clothes/parts to some uniques/species
- Can merge items. Sword + Sword = Sword+1 etc.
- Each level increases item stats based on a percentage. More for higher rarities.
- Can freely buy expensive basic items at the market.
- Different options unlock with reputation.
- Wealth is now a percentage value.
- It acts as a multiplier for base resources/gold gained.
- Also affects chest/combat item’s level each 100%. (340% = itemlevel +2, with 40% chance to be +3)
- Always start with a fixed special portal (either desert/tundra or caves)
- full reveal range of hidden tiles (deep forest etc.) based on half your vision instead of 1.
- New town events/date events
- Updated some pictures.
- New brothel guests.
- reputation can be between -100 and 100 granting various effects at certain thresholds in both directions.
- (visible on map screen)
- some new fer/vir based settle options letting you control portal populations.
- Changed Oriel start and added quick tutorial from start menu.
- (Less overwhelming and easier. Get characters as they become relevant for the guide)
- Added “Durable” modifier, doubling all hp growth. (test for less glass cannon battles)
- Evo’s flexible trait also allows access to her unlocked skills for all allies.
- Lure is less restrictive.
- tavern quests with resource objective won’t also have a resource reward.
- many bugfixes and small changes
- events in portals with native shadowgirls could cause a softlock.
- some wrong date cards/targets
- antidote item skill didn’t work on infinite poison
- stone affinity started with +2 armor.
- portal tooltip on overworld was placed in wrong position.
- S_unit event won’t reapeat after winning a few times.
- S_units can be build and spawn among other robots.
- Ambush chance on starting portal is 0.
- After fleeing/getting ambushed, gain protection from ambushes for 1/2 turns.
- Limitbreaks are a bit easier/have less resistance.
- Home in dates is more likely to generate character events at high lewdity.
- All date events now have generic tooltips to tell what the basic values are.
- Added a home event to add excited once per date (keep lewd when changing location)
- removed a few high lewd cards in starting decks.
- 6 new species
- 2 New uniques.
- Some existing characters/species have a new type of global passive that can affect anything.
- Active when character starts on the field. (works similar to teambonuses/essences)
- Insect special trait to count them for certain effects/bonuses.
- Some new skills.
- Changed most things about dating.
- Generally simplified stats and more controlled access to events/increased porn density.
- Removed stances and seperate deck types.
- Card upgrades are a lot more impactful.
- Starter cards can only be upgraded once, encouraging adding new random cards for variety in run.
- New utility card type that can be played for free, but not two in a row.
- casual/lewd skillpoints converted to utility for more control over your deck
- category requirements only require either target or used part to be of the category
- Also added many new events.
- Some recruited unique characters can appear as random events in certain locations.
- Also acts as more solid foundation to add more events in the future.
- Party can have lasting effects.
- Visiting your first portal each day and camping gives well rested buff, temporarily removing movement stamina cost.
- Can use workforce to hire scouts for bonus vision.
- Can spend morale to increase movement speed for a while.
- Some tiles (deepforest etc.) don’t fully reveal until standing next to them. (still count for exploration)
- Enemy parties now have a chance to ambush you when moving away, while adjacent.
- Otherwise they won’t engage when moving.
- Chance mainly based on power difference and battles won in the portal.
- New common events based on native species of a portal. (incompltete)
- Rescue and ambush events have some more variety.
- Anomalies prioritize unexplored tiles.
- Gallery now has tooltips for passives/skills.
- New achievement for mushroom starting trait.
- Some basic arena battles have species requirement but higher rewards.
- Careful with voltblades! (they can hit any other character now)
- Many bugfixes/other small changes.
- “Resonance” could be used on any enemy.
- When enemy uses “Martyr”, it healed player units.
- Evolution skilltree radiation immunity was lost when transforming. (could miss new event trigger)
- Changing skills of wife or unit with flexible would still put adapted trait on.
- Lumira wife trait partially applied always.
- Mya increased brothel income instead of Flora.
- Strong fusion focus didn’t have the crystal cost reduction.
- Special of Suzy as mc didn’t work on strong lifesteal.
- Could close hatching window during selection, losing the character.
- Sextraining used old fertility formula and didn’t consider traits.
- Could remarry same character after they got defeated in battle and got stat buffs again.
- A spirit genes skillnode in crea plant tree was bugged.
- Wormaids had aquatic movement, making them weird for desert movement.(also had default growths)
- Drought passive buffed.
- Now, only half of magic strength is added to spirit genes.
- Added cheat “mctrait (name of genetic trait)”
- Buffed some old special hybrids/their unique skills
- 4 new species.
- 3 new uniques.
- Fertility and Virility change:
- Daily egg progress is now equal to the lower value of a pair.
(35% + 50% = 35% progress. (previously multiplied 35% * 50% = 17.5%) - Generally now higher at lower values, lower at high values.
- Can choose to marry one of the town npcs, giving various bonuses.
(Requires not recruiting any other. Should reduce repetitive same recruitment)
- Udated skilltree. Generally can adapt summoned character traits very freely.
- Corrupting characters keeps “starter” trait
- New special elite summon.
- New ending
- Changed some skilltree nodes.
- Some story additions.
- New special elite seedling evolving from any base spirit. unique skills based on element.
- “Finalize” options are stronger.
- Unlocks new adaptable skill with bloodmagic. (bugged previously)
- Seedlings can still reshape even after evolution, at slower pace.
- moved farm focus to starting selection.
- 5 choices with more extreme options. Option to disable either for bonuses in the other.
- New achievement/trait related to doing neither.
- Can sometimes start as any unique character/species.
- More impactful unique special modifiers/essences.
- Generally one base species threat, some starting bonus and a neutral modifier.
- Less normal difficulty modifiers/traits. Should be easier to parse starting conditions.
- Shows short summary in log on start.
- Fusing uniques into same species keeps the unique’s growth/passives/specials.
- Can now also enter shadow with full shadow team, not needing glowing.
- Dark starting element can craft potions to change type to dark.
- All characters can do basic brothelshows now.
- Some new events.
- In the quickmenu, you can now quickly assign marks by dragging characters into the icon.
- When fusing, can press a button to maximize genes. (considering chosen focus)
- Creation adapt skill options were based on her skills, rather than unlocked ones.
- Shiro wasn’t recruitable for non druid.
- Town healer didn’t appear on first day when skip intros was on.
- Stat growth predictions didn’t consider current progress correctly
- 4th mc interaction with rival power was bugged in some places.
- Evo transformations were bugged with traits that applied passives.
- Starting species will determine some starting essences.
- Each species has 2 essences. First a small general effect, second often incentivises focusing on that base species for combat etc.
- Either get 2 rank 1 essences or both of one species.
- Team Synergies:
- You get various party buffs based on your team’s base species count.
- Each unique species will add towards their base species count.
- Enemies will also have access to these perks based on their team.
- New unique world with various species etc.
- A few other new events
- random relax/explore date events are more likely (individual chances), but most are once/date. (early on, almost guaranteed to trigger some events, but get less likely as they diminish)
- many new, mostly legendary items.
- Reworked many item skills.
- Most non-consumable item-skills now have uses per combat.
- Items with 0 range instantly cast on self.
- Each maincharacter has a way to adapt skills of characters. (uses same one-time adapt as traits)
- Druid can put a fixed set of skills onto spirits/seedlings.
- Creation can adapt any character with her unlocked skills.
- Evo can adapt any character with skills from the possible species/base species skillpools. Her upgrade makes it infinitely reusable
- Druid can unlock various unique plant skills by exploring certain biomes.
- Quickmanager has more options. Can also shift click tabs to sort.
- Can also select characters to enter breed/fuse screen with them selected. (new drop field)
- Added small summary to start-game button showing starting essences/element etc.
- Base species more color coded in various places.
- Added new modifer where you get characters of random quality each day, but other methods of aquiring them are much worse. (can get otherwise rare/late-game characters early on etc.)
- Updated some species/item art.
- On the overworld, enemy party info keeps one unit unknown.
- Changed order of some damage calculation (sacrificed hp shouldn’t be affected by vulnerability etc.)
- Temporary characters for events immediately join battles, regardless of party size.
- After reaching Avy’s world, she gets a different starting option in future runs. (skipping most pet training)
- Many smaller changes
- Mushroom evolution was bugged
- Could lose dropped items when updating overworld inventory.
- Life loss effects were affected by lust/vulnerable etc. ignoring requirements of having enough hp etc.
- many more
Bugfixes:
- Ryxhora event triggered daily
- Resurrection effects caused some issues
- Arena service affected all battles
- overworld heal could heal less than expected
- Crea corruption
- Enemy overworld parties didn’t move when resting on portal tiles
- loadout sizes weren’t saved
- loadout difficulty didn’t update immediately
Overworld:
- world changes a bit daily (forests grow/expand etc.)
some objects/encounters/events etc will be replaced/removed each day - hives don’t appear in stabilized portals anymore
- new structures with various effects.
- workforce as a new resource which lets you just use gold to make some orders.
get more from reputation/kingsquests or firing high relation characters.
Druid starts with more and higher basic increase - new special biome
- Special biomes worked incorrectly and generally only generated max 1 per portal
- Can send items/resources on floor home without leaving. (from portal/camp tiles)
- Some more special stuff in Avy’s home world.
- New spirit (5 new species. Can’t be chosen as starter)
- 2 new uniques
- 3 new other species
- new skills etc.
- Added limited rerolls per date. (bonus for each unplayable card)
- Added more pictures to dates (mostly Hebi/Devy)
- Added other pictures to gallery (many exclusive to it)
- Elites are only limited to one per species (testing for now)
- much higher recruit chance if only one enemy left.
- Additional early common essence portal at day 2 to get started
- Brothel-score regarding tips has diminishing returns
- Partner dating cards now generate partially based on current lust value
- Can sort by time since you got the character
- Character selection always shows their current location
- Lure now spawns a random enemy party nearby
- Morta got a unique genetic trait
- swamp slimes can replicate
- Gene info on quick manager shows if a character is adapted
- some other small changes
- firedragons couldn’t evolve
- celia date crashed game
- anomalies could teleport into impassable terrain
- some tavern quests couldn’t be completed
- AI ignored some type of skill requirements
- In dates partner sometimes generated a play card
- daily material income was kept over when creating a new save
- event tiles in special portals didn’t renew daily
- slime kept spreading after hive removal
- Game is locked to one instance now (might prevent some weird bugs where it opened multiple times and deleted saves.)
- Each element now has a nymph evolution (4 new species)
- Generally more evolution skill choices and more descriptive text
- Most nymphs should provide a lot of synergy and flexibility to their element.
- new skills
- new special hybrid
- 2 new special species
- new unique
- Flora art update
- a lot more events/pictures
- more cards/upgrade options
- can only date each character once/day
- most uniques have a small unique dating effect/passive
- Full portals are now saved (savefile bigger based on current loaded portals. might cause loading of the save selection screen to take longer with many savefiles for now.)
- Changing tiles affects daily changes/regrow things
- separated building/terraform menu.
- (foundation for more complex buildings with storage/ability to assign characters etc. in future)
- some things can be build at higher range
- some locations have an additional npc
- some more special options and events
- evo-show update
- in shows, guests now leave when satisfaction stays at 100 or 0 for 2 turns
- time cost for show-actions and duration halved. (ranks increase max time)
- Removed the nearby location buttons
- Removed some library tabs and updated info.
- Added loadouts for starting selections.
- Mc-genetics from character creation give bonus base stats now.
- Some genetic starting traits have additional benefits.
- One random profession has a yellow bonus, also giving you more options for first essence.
- Cleaned up some decriptions/tutorial etc.
- Updated story/lore stuff to be more consistent.
- Druid has a new starting passive, granting a bonus based on stance.
- Expanded fairy help suggestions
- Unique looks and some abilities are kept after fusing, if the species matches.
- Characters can toggle between guard and shield as defensive action. (testing for now)
- many small QoL changes
- some new “cheats”:
- “skill+ +skillname” list species with that skill (e.g “skill Fireball”).
- “passive+ +passivename” to list passives.
- “glimpse” to reveal gallery temporarily without messing with unlocks.
- those don’t flag a file as cheating.
- While a file is flagged as cheating, you’re now never encumbered.
- Soft lock when a character had regeneration/bleed effects at the same time in a specific order.
- AI-focus setting didn’t do anything.
- character quest rewards were always the same
- some types of dating action didn’t immediately update stats.
- growth essences only applied to fusions and not eggs.
- some elemental weaknesses weren’t consistent with tooltips.
- I still have to write descriptions for scenes/events, which was kinda the main thing I wanted to do this update.
- Next I’ll probably clean up/add some overworld events, fill in town stuff and add many rare world objects/biomes etc.
- Otherwise there aren’t that many placeholders etc. in the game anymore and the core will soon be mostly finished.
N/A
v0.16.0.1
- 5 new uniques
- 10 new species
- 2 new special worlds
- Reworked some Evo special forms
- Added some upgrade events for many unique characters with new skills etc.
- Some new clothes/futa variants
- Some species are now elite species (max rank spirits and world bosses). Can only have one elite in your party
- Elite species are generally stronger and more unique now.
- Added many global passive effects, obtained by beating short unstable portals every few days.
- When choosing exclusively from highlighted bonus professions/traits at character creation, you’ll start with a special pet
- Spawning/destroying hives gives some skillpoints based on a portals native species
- Added new status effects strength/magic charges (Stacking effects giving lasting 10% strength/magic each)
- Changed some basic traits like strong/resilient etc. to affect base stat growth instead of being a multiplier
- Eggs created by maincharacter get a special trait. Gain various bonuses based on maincharacter and amount of these in party.
- Daily arena battle that increases difficulty/rewards of future daily battles when beaten.
- Camping duration reverted to shorter times, but doesn’t restore stamina. (instead it sets it to a minimum if it was lower)
- – removed level requirement for recruiting. Recruiter trait now increases lust after failed attempts
- firing characters in town has no morale penalty
- quickruns start with less characters and you get a random essence
- removed stealth
- removed weather effects at turnstart (spreading water etc.)
- Quick/auto save always appear on top of the list. button to directly open save window.
- Highlights saves of current file. no overwrite confirmation needed for same save
- Hatchery shows a value for total genes of eggs
- In combat, middle mouse button doesn’t show character tooltip if the character is selected
- Can see current ritual level of species in “other” character tooltip section
- more events/scenes etc. (some in categories of existing gallery)
- some changes to dating, but still a placeholder. I’ll probably just rework it into something more simple/fun.
- many bugfixes + smaller changes
- servicing didn’t clear lust when target had no energy
- rng for some things didn’t change each day in some occasions (spawned same tavernquests etc.)
- “enticed” made ai behave weirdly even when no character is presenting
- full restore wasn’t useable
- shelldrakes dropped invalid materials
- could collect infinite mushrooms from one spot
- genetic size/gender for crea summons weren’t always accurate
- some overworld event pics weren’t shown
- enemies in new merchant event were all bosses
- needed to have more basic resources to craft something (instead of equal+)
- eggs from an event were always lava type
- some uniques didn’t have the unique trait
- evo lost lavaimmunity trait after normal transformations
- enemy evo in special forms showed (wrong) clothing overlay
- removed automatic milking upgrade as its kinda redundant now
- gallery pics for evel didn’t unlock
- tentacle research event couldn’t trigger, as the loccation was inaccessible. (moved to guild)
- couldn’t mindcontrol lustbound characters
- petite/busty/Wellendowed traits didn’t affect energy/milk
- sexmaster/god affects recruiting chance now.
- recruit chance no longer capped between 1 and 90%. (can be higher than 100 to show skills more clearly)
- producer increased production by +2 and *2, instead of just +2
- equalising room upgrade behaved weirdly/opposite
- stored eggs were weirdly aligned
- could have same trait multiple times in tavernquest requirements
- fixed some weird behaviour for quickruns right after doing a random battle
- gallery didn’t show loot/produced materials for creatures
- avy’s familiar has maxlv 10 now. avy has increased potion uses
- manaworms can spawn in the wild now and gained mount trait
- added some recipes for previously unused materials
- can now get sexmaster/god traits with mc when reaching lv 10/15 in any skill
- devil/angel pacts change stats more (and change base stats)
- added some pics to gallery
- More interesting portals
- Spirits integrated more. (more enemy variance etc.)
- Farm/fusion work more together.
- Tooltips for portals for modifier descriptions etc.
- Portals now have a native trait that each character in there has, including some unique ones
- New basic modifiers
- weather effects per portal that can change each day (affecting spirit spawns etc.)
- combat modifiers, affecting all battles in a portal
- new world types with more restricted movement (caves etc.)
- special consumables + unlockable farmpotions for special world types
- 2 new elements (total 10 new species) some previously existing creatures moved into the evolution lines
- Light: combo based magic/support species
- Shadow: terrain based team species, introducing shadow tiles in combat
- 11 new unique characters (mostly missing unique combat sprites, but many aren’t really battle characters)
- they work together with shadow spirits and share similar skills
- generally more hp/ less reliance on shadowform. bonuses in shadow/malus outside
- shadowform increases speed more and only costs upkeep outside of shadow. no longer increases armor
- requirements of being in shadowform often replaced with being on a shadow tile
- simplified a lot of stuff
- removed focus, now always similar to previous default settings but better
- control shifted more towards using farmpotions
- you don’t assign characters to farm ( characters at home show in farm, can assign any two to place in farm)
- removing pairings puts characters back home
- pairings are shown more clearly and separately with quick infos
- separate sortable lists for left/right character. (rightclick can now close as other windows)
- can use instantbreed without pairing (can still pair afterwards and keep progress)
- can toggle between creature/humanoid (can breed same species creatures)
- some new farm items unlocked through explorations/events.
- descriptions now adapted to alchemists bonus.
- fertility/virility potions increase by a flat amount of 30 instead of +50%
- eggs/day capped at 3 per pair. removed doubled crystal gain for farmer. eggs spoil quicker
- some new world modifiers exclusively for it. Most runs now have a world modifier
- rival power starts higher than other runs (not just stage 1 spirits in final battle etc.)
- more modifiers/starting traits
- always start with an S-rank tavernquest available
- generally higher chances for more interesting/rare things
- new events
- evo art update + outfits
- unranked arena battles can have combat modifiers
- Rivals can have any element, not just the basic 3
- Corruption now sets the maxlevel to the characters current level. those species are stronger now (might be weird with summoning/fusing)
- Castalia sells potions once you unlocked the reward thresholds
- new genetic traits (mostly start/end of combat effect)
- new mostly neutral difficulty modifiers
- Can now buy potions from castalia once unlocked
- genes have less impact on stats (10 = doubled stats, prev *2.5 – *3)
- slime type characters are stronger, but corrupt sets their maxlevel to current level
- tavern characters didn’t correctly scale with rank (always had same low total genes)
- party strength (for mining/woodcutting etc.) was based on magic instead of strength
- story mission portals had normal enemy spawn rate (could often just walk through without fights)
- sleeping multiple times the same day resulted in same events
- crafting draining bow required wrong resource
- – unstable trait didn’t work correctly
- – quests sometimes didn’t check for species
- – gender for fusion was random
- – unique cowgirl event could trigger multiple times
- – stable trait added its effect for each evolution
- – some rockspirits didn’t have the spirit trait (couldn’t evolve etc.)
- – earthquake didn’t work (only characters with access to it were probably not accessible anyway)
- – intro events were only triggered on first day (now first 3 days)
- – random location events lasting multiple days could stack, causing a softlock after ending it.
- – slime-poison cost more than shown. also increased it’s radius by 1
- – some ai problems (mostly bulb skills)
- – tavern points starting trait was useless. now lets you start at higher tavern rank
- – only the first 4 traits showed in fusion window
- – Lumira didn’t have the aquatic trait
- – some quests skillrequirements didn’t fit with required gender
- – some evolution paths had wrong skills/tooltips
- – special trader events could overlap (same trader multiple times)
- – genetic gender of starters didn’t align with actual gender
- – ai turns shouldn’t take the same time if they don’t do anything
- – fleeing into another encounter was bugged
- – naturally spawning relays didn’t do anything.
- – home portal was listed twice in teleport menu.
- – only basestats were checked for tavern jobs (ignoring traits like strong etc.).
- new spirit (5 species)
- 1 new special hybrid
- 2 new creatures
- 2 unique characters
- default save type set to town-only and adjusted modifiers
- dating mechanic now optional as difficulty modifier
- Map for quick overview of the town
- quickacces to locations/certain things
- useful tooltips/infos for locations in one place
- highlighted places that require attention (eggs hatchable, special portals etc.)
- new location with some special items
- removed tavernpoints
- quests are ranked
- you now also have a quest ranking, that affects difficulty/rewards of quests
- higher rank also allows you to hire stronger characters for money
- more varied quests/rewards
- can accept/keep track of a few quests. (can’t remove quests or reputation loss?)
- new journal tab for quests
- more control over fusion results at cost of crystals
- You can select half of each characters traits (+1)
- By default all other things will be the average
- Can select genes to 100% take the gene from this character instead
- More selections = higher crystal cost. (free up to a point)
- ranks increase stats. Each rank increase is the same as a levelup without sizemodifier.
- keep equipment. Ranked battles are a bit harder (maybe option to unequip for bonus money)
- Can change character location (party/farm…) from management screen
- Can sort characters ascending/descending if you click again
- Can sort while selecting characters. Descriptions change a bit to show relevant info based on sorting type
- In charactermanager, you can lock selection to current group easier
- Can mark/favourite characters to sort/identify them
- modfied stats only show in tooltip if they are different
- journal color changed to make reused text more readable (as most other text backgrounds are dark)
- some new events, traits, skills, items etc.
- evolving characters didn’t update their statgrowth, making all seedlings/spirits kinda useless
- evo unequipped items after transforming in chimera form
- chimera form didn’t update some stats + percentages were ignored
- couldn’t re-hire town npcs after recalling home
- size of captured spirits was set to medium after reshaping
- strong healing pots didn’t work when used from inventory
- aquatic trait was often missing
- Removed random encounters
- Enemies move on the Overworld
- finer strength evaluation of teams. (based on size, species, genes etc.)
- (Actual encounter difficulty is mostly the same as before)
- Exp-gain is equal to the enemy strength
- Enemies on the map are represented by their strongest party member?
- Enemies can also fight each other. Sometimes recruit some of the lost team etc.
- Winning team will gain losers items. (capped based on partycount, rest will drop on the ground)
- Enemies have their items equipped (won’t use active abilities/consumables)
- Resources lost when fleeing will be dropped on the enemy tile
- Same enemies will stay after you flee. (can flee and come back to recruit/ for revenge etc.)
- Enemies in a portal don’t completely reset every time you enter. A few new ones spawn, but less concentrated.
- Removed movement-stances
- Click on self (“s”) to have a short rest (enemies will move)
- Enemies will flee from stronger parties and try to follow weaker ones (including player)
- Stealth affects range and chance of enemies noticing you
- snow/ice tiles exist in battle
- some tiles have effects that trigger at the start and end of each turn:
- lava burns, water weakens, snow/ice slow
- – 5 new tundra based species (in form of a new spirit. Unlockable as starting element)
- – most mermaid type characters get a new special trait, making them stronger in water (Aquatic: (can’t be engaged in water) restore 2 ap at the start of a turn, when in water)
- – changed the seedling monster form to fit more to evolving into a dragon
- – 2 new unique characters
- – species/characters have growth modifier for each stat (characters don’t lose specialisation at higher levels)
- – generally lowered stat growth/levels are less important. lv-type is less extreme
- – easier to inherit leveltype (50%)
- – can easily switch character roles during home-sextraining
- – can select an amount of resources to always keep after coming back from a portal
- – can view progress towards stat increases (level tooltip)
- – partyprep inventory acts more like the ow-inventory
- – currently useable consumables are highlighted
- – more closeup sexanimations/pics
- – vaguely fitting ones are shown in individual sextraining (can be toggled off)
- – some new events
- – sped up some animations (lv-up, fucking non-enemies…)
- – party strength now shows roughly estimated power of your team, to compare to enemies
- – strength from items doesn’t affect resource collecting effectivenes, but you generally get more
- – can’t use summoned characters for rituals. Can’t fuse two summoned characters together
- – exp required is no longer based on size
- – basic mermaids start with a create water skill, but less mana.
- – mindcontrol works 100% and is cheaper, but only works on weakened characters
- – slimesense/scout didn’t work
- – slimespeed reduced speed
- – enemy creatures could seduce, if they somehow had high ldmg
- – evo-core/eyebrows weren’t set to the selected one when opening the window
- – bloodfairies weren’t set to lv 1
- – some wrong evolution lines for spirits
- base maxlust didn’t start with the correct value
- tentacle core for evo didnt do anything.
- base tentaclegirl had the wrong sprite
- couldnt close inventory with “f”
- some wrong event descriptions
- there were no restrictions to sending characters to the library when you choose a specific species
- tentacle species wasn’t listed in the library
- poisonflight didn’t poison the user
- poisonskin and poison had the same name (couldn’t have both in some cases)
- displace on attack caused problems with multi-attacks. (should be removed now)
- Couldn’t increase lv above cap (even with “potential” mc-traits or “growing”)
- prince + potential only increased maxlevel with equality, instead of the opposite
- had to target a tile to use slimesense, for no reason
- “ignore all focus” toggle in sextraining started off, but was shown as on. (only updated after clicking it)
- in sextraining, focus-priority of 0 on mc-bodypart didn’t apply correctly.
- – basespecies + hybrids.
- – mostly combo based species, working together with the different hybrids.
- – not accessible as starters. Mostly unique to creation. can be recruited as other characters.
- – creation enemy encounters now often use those species
- – Creation-mc can replace a species gene with the new one, creating a new character
- – new skilltrees (some changes to old ones)
- – new abilities etc.
- – info-popups for doing things the first time etc.
- – can ask npcs more. Npcs are always at their main-location for the first day
- – some small, easier achievements to unlock stuff.
- – quicker to equip/drop/use items from inventory (keyboard not needed)
- – inventory can also be opened with f
- – In ow-inventory, can select character by clicking the party icon
- – can sort brothelcharacters by value
- – can see current portal size in combat
- – can see highest sexskill in character management
- – added a picture of spirits selection to not forget it
- – some new events
- – starters can increase their max level at the cost of exhaustion
- – a new creature
- – “slime” trait increases speed on slime. characters can still have normal movement types
- – starting progress towards statgains is based on genes instead of 0. (previously the first levels nothing happened, because most things don’t progress 100%/lv)
- – halved spenttime-action time
- – Tundra movementcosts lowered
- – battlerank brothel modifier increased
- – Camping durations halved. Only training was scaled to fit, other things have doubled efficency
- – Guarding effectiveness while camping doubled
- – Bloodline characters can’t be fused (kinda defeated its purpose)
- – “blind” statuseffect also lowers armor
- – some skilltrees upgrades didn’t work
- – lightningstorm “destroyed” all enemies
- – “blinded” status effect permanently reduce speed by 2
- – antidote and draineffects didn’t work as intended
- – speeding up combatanimations actually slowed them down a bit
- – “copy” skill didnt correctly apply genetic traits
- – many smaller + visual fixes
- – kingsquest hostility was wrong (starting at 0, which also made rewards 0)
- – sauna/pool upgrades only reduced exh. by 2 instead of 3 (what the description said)
- – speeding up combatanimations didnt work
- – characters sometimes got duplicated when fleeing after they got injured
- – some wrong names in some events for evo
- – stinger wasn’t flying
- – some bugs with seeded rng. (bonus- traits/professions were not changed + probably some other problems)
- – ignite dealt dmg based on own burn duration
- – reduced portal-hostility scaling for non-hardmode games
- – increased range of portal hostility
- – some negative traits in the skilltree are less extreme
- – ignite costs 0ap and ignores armor, but 1 mana more
- 3 new unique characters
- 2 new rare biomes
- 9 new species
- new skills etc.
- Every element has a “net” creature now (first evolution but can’t evolve further)
- updated art +bodypart sizes: Eaglegirl,Unicorn,LavaLizard
- after beating the game you can carry over 5 characters + equipped items into a new game
- has to happen the same day as you came back from the final mission (button at home)
- Enemies will get a buff that increases their stats (The buffs values increase randomly and endlessly every new game)
- Limits for maxlevel/genes/hostility etc. increase
- You’ll get some worldmodifiers applied to the world (similar to dificulty mods)
- failed achievement become available again
- new cheat “newgameplus” to enable the option at any point
- some choices during story events
- variations + ways to influence main rivals.
- different endings
- 10+ new items (mostly commons/rares)(+ updated some mythic item pics). updated some professions’ starting item sets
- 5 new achievements + unlockable traits
- 6 new world modifiers
- some new events
- new basic starting profession: Merchant (Simple for beginner. when you only want to make money through portals/loot)
- Shadowform counts as temporary effect for cleanse etc.
- Spirits change size relative to their original size. (wild spirits can start at different sizes)
- speeding up enemy turns also affects seduction pics etc. (Rightclick now also speeds up)
- the non chosen maincharacters get an element you didnt choose and have some of those species in combat
- submitting characters for the library gives bonus progress based on their level
- some more combatsex animations/pics + added them to basic sextraining if available
- Small bonuses to some random professions/traits in character creation to encourage using others
- some additions to old professions
- small plantgirl minigame
- can filter shown items in stash by rarity/type
- can scroll through pages of characters at home, instead of combination of scrolling + page changes
- farm window doesn’t automatically open when you press “F”, as there are now also other things at the farm
- can also move with keyboard in unstable worlds (jumping 2 tiles)
- can double click species in character creation to select the base species
- Less max amount of enemies
- total gene values scale slower with portal hostility (affects all encounters)
- Buffed a lot of higher rarity items
- difficulty of battles against the rivals are more in line with the random encounters
- power of rivals mostly affects enemy types (spirit/seedling ranks, special summons etc.) + rival, instead of only enemy amount + levels
- plantgirls have spawn vine as guaranteed skill, switched with healingflower
- most insectgirls have higher magicstrength to make their extractmana skill useful
- increased base amount of stabilised portals you can have
- Most story portals now allow Large characters
- spirits never changed size during evolutions, making mounts kinda pointless.
- maincharacter lost items after losing party-only training battles
- on no-injury difficulty, destroyed characters always got exp, even when fleeing
- insectclone ability was bugged
- wrong foodusage shown for non humanoids (always same as mc)
- some skillTree nodes didnt do anything
- some creation buffs from skilltree didn’t work correctly
- token characters(tentacles etc.) didnt get any genes/traits as enemies
- swampslime’s absorb set all genes to min 10 if others were higher
- creations power scaled on evos power for some things
- quickloading a game after a random/test battle, reset the maincharacter
- net skill wasn’t based on magicstrength (like the description said.)
- with the unlimited modifier, you could increase eggs stats infinitely with no stability penalty
- healing orb artifact behaved really weirdly
Cheat Code | Description | Location |
---|---|---|
money | gives money | Town |
stone | gives stone | Town |
wood | gives wood | Town |
crystals | gives crystal | Town |
resources | gives you all resources | Town |
maxexhaustion | increase player(max)exhaustion | Town |
commonitem | gain a random item of a common rarity | Town |
rareitem | gain a random item of a rare rarity | Town |
legendaryitem | gain a random item of a legendary rarity | Town |
character | get a random basic character | Town |
portal | create random new portal | Town |
relations | maxes out all town npc relations | Town |
lewds | maxes out all town npc lewdity (not considered cheating in v0.9.10.1) | Town |
tavernpoints | gain points to use in the tavern | Town |
skillpoints | gain points to use in the main character skill tree | Town |
breed | instantly breeds the two first characters in your party with basic focuses | Town |
unlimited | sets savetype as unlimited/the basic one | Town |
evoall | unlocks all body parts for the evolution main character | Town |
egg | random egg | Town |
makeegg | get an egg from first 2 partycharacters | Town |
opmc | makes mc op(overpowered) | Town |
brothelrank | increase brothelrank | Town |
passtime | pass 10 days without triggering events/things | Town |
mcexp | gives 100xp to main character | Town |
allspecies | unlock all forms | Town |
genetics | max all genes for main character | Town |
newgameplus | starts a newgame+ immediatly | Town |
clear | clears creation worldmodifier | Town |
scout | to reveal entire map | Overworld |
event | to trigger an event | Overworld |
restore | heal party | Overworld |
gen | generates a new world with the same settings | Overworld |
mana | a lot of maxmana for main character | Overworld |
Win: GOFILE – MEGA – MIXDROP – PIXELDRAIN – WORKUPLOAD
Linux (0.28.0.1): GOFILE – MEGA – MIXDROP – PIXELDRAIN – WORKUPLOAD
Extras:
All Unlocked SaveDark_Messiah & 4notherRandomGuy thanks for the links