Using Mad Dash and Defensive Stance abilities simultaneously is now verboten. Fixed some other minor exploits and bugs (thanks to Badger again), and added new objects, items, and characters for Ch.3. Also, save/story files are now *.war instead of *.gam (to distinguish from Brigand saves), but *.gam files will still load.
The Chapter 3 store page is now public, and the release date is now 16 May to celebrate the beginning of Mao's Cultural Revolution. Eat the rich, everyone.
-No longer allowed to use the Mad Dash and Defensive Stance abilities simultaneously. -Fixed bug where player could still use inventory and interact with objects while berserk/confused. -Selection circles no longer drawn under objects with draw priority set to "bottom" (rugs, puddles, etc.). -Changed save/story file format from *.gam to *.war (to distinguish from Brigand saves). -Improved sprites and scripts for Mantraps and Shamblers (plant baddies in Ch.3). -New object: big hole (smaller species can fit through, baddie spawn points). -New items: cooked lobster, cooking pot (now required for most recipes). -New characters: Robel, Savvas (for Ch.3). -Expanded Chapter 3 Alpha (for Patrons).
This one was a bit hard to title, since it's got a wide variety of changes that sort of make up the whole "ah, we made the game feel less grindy". The short of it is, we've increased the scope of what you can do and how you can achieve these goals, instead of "wait for 30 Turnips to grow". However, since these are still paced with the intention that an unguided play-through can be roughly one season per Obelisk and MIAO, they still require some elbow grease! Paw grease? Ew...
There's also some quality of life additions and bug fixes, so feel free to jump between headers if you'd like to skip something!
So, I'd say they're broken down into three parts:
Obelisk offering changes
MIAO changes
Fertilizer and Seed Maker changes
I'll go through those three first, then at the bottom, touch on the QoL, balance, and fixes we've also included with this patch.
This is something we've had an issue with both the Obelisk and MIAO: they ask for specific, arbitrary items that sometimes feel like they overlap (GP Obelisk asks for 30 turnips, MIAO1 asks for 30 potatoes, etc.)
We want to stick by Snacko's whole "there should be a lot of player choice and agency" core concept, so the Obelisks have been changed to reflect that.
Obelisk slots now have slots that are a choice between different options
Hovering over one of these "optional" slots will stop the auto-cycling
Each optional slot has 3 options that span a variety of different activities or ways to obtain them (ex: fishing, cooking, resource gathering, farming)
If you had items inside your Obelisk that is still a work in progress, they were refunded to your overflow storage
The kind of gameplay we'd like to encourage is looking through the options and weighing what you'd rather do: "I can try my luck and get 3 gems! I'm not interested in the Amethyst's effects on my tools anyways!" versus "Hmm, maybe it's just easier if I get a bunch Cobalt and wait for my furnace to make some Glass"
🔖 MIAO Changes
To go along with the Obelisk changes, we've also reworked the MIAO goals to better align with natural gameplay and ways to nudge you to try different things, rather than grinding for arbitrary items, like shipping corn.
Now, the MIAO will offer a variety of subtasks such as:
Cook 5 times (like, anything. Even Dubious Dishes.)
Donate 20 items to the Cultural Center
Earn 500,000 Cocoa Beans
...and so on
We've tried to think about ways that different people would like to play the game, and included activities that would allow you to complete the goal in different ways. If you hate fishing, you can always just donate furniture or cooked dishes to the Cultural Center! Stuff like that.
🌱 Farming Changes
For the longest time, 1 Fertilizer application = 1 Star level. That, uh doesn't seem right, does it? And the Seedmaker as well. 1 crop = 1 seed. Wait a minute... So now, that's fixed!
You need to fertilize your crops at least three times
Just because you've fertilized it 9 times doesn't mean it'll grow even better! Once you hit 3X, the rest is just overdoing it
A combination of fertilizing and adding to the Seed Maker is key to raising the quality of your crops!
Seed Makers now give 2 seeds for every crop, at +1 quality
Adding a Myst Crystal to the maker will give you a chance of getting an ✨extra✨ seed from a crop.
Adding a Cat-a-lyzer in the maker will reduce the time to generate each batch of seeds. Of course, you can also whack the maker with your tools
NEW ✨ New crop to grow: Myst Flower
Myst Flowers can be crafted into 3 Myst Crystals per flower. They take a while to grow, but they'll regrow several times. It's a more passive way to obtain crystals without having to run down to the mines Old players will get the quest automatically added to their save file. New players will unlock the tutorial and the seeds when an alchemist moves to the island Myst Flowers can be also placed as a decoration
🤓 Balance/QoL
Removed gems from pinball machine, you can still have a chance to get shards
Gem shards are now more expensive when bought at the Alchemist
Removed Myst Crystals as a buyable item from Alchemist shop
Removed tools and gems crafting recipe from blueprint shop; tools are now unlocked by default and gems will be learned during the newly "tool upgrade" quest
New quest "Them Apples" for new players to help nudge towards the Grassy Plains to start the MSQ
New quest that gets posted early game to let players know how dyes are obtained and give a couple of colors to play around with
New quest that gets posted early game to give players the basic bush and flower crafting recipes instead of inside the blueprint shop. Nobu also mentions how a sword is an easy way to gather petals and Plant Material
NEW ✨ Save files will now show you a screenshot of where you saved. If it's an autosave from sleeping, you will be loafed
🐛 Fixes
Mine doorways were only destroyable using un-upgraded tools or bomb arrows
Townhouses did not retain buildables placed inside
Specific inventory bug where moving two storage containers with a gamepad twice resulted in an empty inventory generated (items are still there, save migration to fix those affected coming later)
Some minor additions to Daily Challenges, UI, and general quality of life improvements:
Players can now restart any level by pausing the game and choosing to 'Restart'
There's now a small chance that Rats will appear on top of dirt blocks in a Daily Challenge.
Colour of Mines is now changed in Cave-based Daily Challenges to be more clearly distinguishable. Previously was hard to spot mines in Caves biomes, as mines don't appear until the later Jungle levels in the core game. The mines art remains the same for Jungle and Ossuary levels.
Spikes are now destroyed by the pickaxe at the correct frame of contact.
Ctrl key (left and right) now make the player drop while hanging. B (circle) remains the default drop key for gamepad users.
Players can now drop slightly quicker when going into a ledge-hang (should reduce occasions when a JUMP key press is ignored).
Walk/run toggle preferences are now saved across play sessions.
The game will continuously try to upload user scores to the Daily Challenge Leaderboard if score uploading fails to connect to Steam.
UI/UX Update - Interface User interface has been updated to enhance visual and user experience. Chinese Language Support Full support for Chinese language has been implemented in the game. Fixing Construction Bench Bug Previously reported issue with the construction bench has been resolved. Death Camera Added A death camera has been added and is functioning correctly in the game. Polishing Zombie Behaviors Zombie behaviors have been refined and are more responsive. Polishing Spider Behavior - Adding States and New Animations Additional states and new animations have been implemented for spider behavior. Fixing Spider Bug that Couldn't Pass Through Doors The issue causing spiders to not pass through doors has been fixed. Fixing Object Interactions Object interactions have been corrected and now function as intended. Control Vibration Adjustment and Sensitivity Tuning Control vibration has been adjusted for a more immersive experience during gameplay and cutscenes. Score Screen Not Displaying Correctly The score display has been fixed and now accurately reflects values. Subtitle Menu Bug - Inverted Settings Inverted settings in the subtitle menu have been corrected. Fixing Bug where Zombies Blocked Player with Map Open The issue causing zombies to block the player when the map was open has been resolved. Fixing Skip Button Bug The bug related to the skip button has been fixed and now functions correctly. Additional Note:
Translation in Italian and Chinese is undergoing improvement to address identified issues in those languages.
NejicomiSimulator TMA01 - Continuous orgasm training of a big-boob maid with a powerful piston dildo! - (Gapping) - やぶから堂
✨️Trial version exceeds 14,000 DLs✨️
We are very pleased with your interest and the DL of the trial version has been very strong. Thank you very much!
We are also less than a month away from the release of the full version. We are working on translating the scenario subtitles and implementing a voice collection feature that will allow you to check if you have listened to all the voices, so please be patient for a while.
NejicomiSimulator Vol.2 (Gapping, Amputee sex slave, Petrify, Time Stop) - やぶから堂
✨️Trial version exceeds 14,000 DLs✨️
We are very pleased with your interest and the DL of the trial version has been very strong. Thank you very much!
We are also less than a month away from the release of the full version. We are working on translating the scenario subtitles and implementing a voice collection feature that will allow you to check if you have listened to all the voices, so please be patient for a while.