Trading system and Market - A lot of the trader NPCs now trade items with you including Timathi, but ammo is still not used so while she sells some, you don’t need any yet! The small new market in Kirhaal has most of the important traders in it.
Clothes - The first set has 11 unique cloth items (will be expanded of course!), and they each have several color variations. NPCs have some clothes, so not all are nude anymore, and player can buy and equip clothes for themselves or their crew. Tecius the clothes trader is the primary source of your clothing needs!
Ability to earn Guild Drakes via hunting (temporary function for claiming guil commission via character management) and turn those in to pieces of drake for general trading (the “trader” can be found at night in the Kirhaal). Do note that Guild Drakes have a bigger purpose later on, so keep some for yourself ^^
Hidden special skins to hunt until 4th of November for Hallowe-.. I mean Hallautum-... no wait Fallween! There're 6 unique skins in total, 3 for both faelain and davh; They’re hiding all around the island.
Full acts with Bosun (M/FxM) at crew camp, and Clothes Trader (FxM) and Flea Market Vendor (MxF) at the new market place. Bosun’s dialogue in general is extended, and there’s a new crew mate on ship.
Act locators are now “dynamic” (“near infinite amount” vs few manual placed ones as was before). There’s also new “uphill” act types with 16 new act loops. Against “tree” and “on table” act types also spawn in the wilderness now.
Characters’ faces are now animated outside acts/npc animations; Basically non-act non-npc faces have blinking and some other flavor animations, while npcs and characters in acts have simple eye animations to liven them up a bit (a lot), and tranquilized prey have closed eyes because it’s kinda silly they stare into the nothingness when sleeping.
Bunch of other fixes and improvements like more surname options for characters, ability to use number keys for conversation toggles and space to progress conversation, numlock for autorun, ability to access insides of the ship (not yet decorated though!), fixes to Pail being an ass with Sinnae quest, bunch of fixes to color picker weirdness in Character Creator, paperdoll is now censored on censored mode, bunch of vegetation optimization to minimize turn around lag spikes, texture optimizations to reduce gpu memory usage, tongue detail textures fixed, reworked art of Dart and Stinger rifles to a more optimized and coherent style, look at me trying to keep this compact, made Cotton Ball and Gears and Screws have unique wall paint again for easier identification, bunch of fixes to pronoun and pronoun usage, fixed davh head textures to make sure mouth is not constantly “shadowed”, removed breast check from Kess act because it was weird and kinda unfitting, fixes to prey standing still because they despawned when scared, and bunch of other things and fixes.
This build is available on Beta branch "r525_previewbuild_2", to change you must right click on game name in library, select BETAS, and then select the branch from the drop down list!
New in r5.25 Preview build 2: - Two new major crew members added; Cook Pinch, and Wheel Mate Debyrrah, both with oral acts for player. Note: All the major crew members will eventually have more full acts than just one ^^ - Pail, our ever first NPC, is no longer permanently angry, and there’s a small quest related to Pail with a new NPC by the Liquor shop (which got lil bit of decoration too. - Basic crew management system is in for managing the character’s crew status, accessing inventory, and ordering them to return to camp. All prey and crew you find and see now have a name too. - Genital piercing locators are now added in. - Items now have proper hover information showing name, and description and value for some (the ones sellable in next preview). - The inventory windows have proper backgrounds that communicate slot positions and slots better. - There’s now a soundtrack in game, composed by Michael Forrester (a pseudonym) <3 The music is intentionally loud when not in acts and at city. - Vegetation (grass and plants) have received some major optimization pass and while it doesn’t affect the general frame rate, it does eliminate most of the lag spikes that occur when the camera is rotated (after the initial load!). - Terrain uses higher quality mode by default for Ultra, making the mountain look less smudgy from distance. - Character position saving (for autosaves) is more strict now and you should be placed closer to where you left off and have less chance of getting placed in random location far away (or far above you). - Jiggles are a lot smoother now when moving. - Inventory functionality has been streamlined a bit (e.g. you can equip one piercing by just dragging and dropping to slot) and random chests are now one way chests (You can take away, but only store in the ship chests; There will be more storage places later on), and you can also now rotate camera when inventory is open like in acts. - Ambient sound system has been reworked and it now blends ambient sounds more smoothly and in general plays sounds better. - Prey should no longer twitch and turn in to weird balls of body parts (happened if you tranquilized one, didn’t rescue them, and it was returned back to the spawning pool) - Movement speeds (and jumping) has been adjusted to make bunny hop catching prey pretty much impossible. The Prey will flee a lot faster than the player can run, and jumping cannot be repeated immediately after jumping. - Bunch of other bug fixes, and conversation fixes!
In earlier r5.25 Preview build: - Reworked character controller and shooting mechanics (fully third person). - Sounds have been replaced at least 99%, and sounds have been added to several things that were missing one, including prey yelps, and there are now different ambient music in different places. - Chests and loot has been added all around the island (note that some items don't do anything yet, e.g. dyes). - Player equipping has been added (crew equips will come later, and gun has unlimited ammo). - You no longer start with gun and you'll have to go get it from Sterling now. - New quest with cartographer with a reward for everyone and a MxF act for characters with penis. The quest is a long term quest and you'll have to travel all around the island for it. It's definitely more work for existing players because it's the new thing to do, but it's more balanced for anyone starting a new game and having to travel to places to begin with ^^ - Some new and old NPCs appear only at night while others only at day time. - There's 6 new npcs in total, some of which expand the lore. - NPC spawning system is changed, more optimized, and spawns all four sex combinations which is also customizeable in options. - You can access the ship deck through the Bosun, but for now it's primarily for storage.
This build is available on Beta branch "r525_previewbuild_1", to change you must right click on game name in library, select BETAS, and then select the branch from the drop down list!
New in r5.25 Preview build 1: - Reworked character controller and shooting mechanics (fully third person). - Sounds have been replaced at least 99%, and sounds have been added to several things that were missing one, including prey yelps, and there are now different ambient music in different places. - There's a seasonal event which will run until 15th day for a late xmas present <3 - Chests and loot has been added all around the island (note that some items don't do anything yet, e.g. dyes). - Player equipping has been added (crew equips will come later, and gun has unlimited ammo). - You no longer start with gun and you'll have to go get it from Sterling now. - New quest with cartographer with a reward for everyone and a MxF act for characters with penis. The quest is a long term quest and you'll have to travel all around the island for it. It's definitely more work for existing players because it's the new thing to do, but it's more balanced for anyone starting a new game and having to travel to places to begin with ^^ - Some new and old NPCs appear only at night while others only at day time. - There's 6 new npcs in total, some of which expand the lore. - NPC spawning system is changed, more optimized, and spawns all four sex combinations which is also customizeable in options. - You can access the ship deck through the Bosun, but for now it's primarily for storage.
Coming in r5.25 Preview build 2 (Some of the planned features, more info later!): - Proper item information overlays (e.g. hover information to tell you what some items are, expand item lore, and communicate placement better). - Ship crew members (including MxM act). - Equipping items (hats and piercings like for player now) for the crew members. - Certain items will appear in acts also.
Lil bit of a number jump (from r5.24.2 that was originally intended as the release) because we found some extra bugs to squish! ^^
Changelist r5.24.3:
* Improved AI pathfinding; They should no longer spin and get stuck in places and instead react and run from player properly. They should also recognize trees better and behave more smartly when running away from player. * Improved raycasting to fix issues where wrong objects were hit when trying to interact with things. * Changed unfollowed crew to return to camp instead of docks. * Fixed issue with swimming causing mismatching results in actors and AI. * Fixed occlusion culling issue with Sinnae’s act and The Cotton Ball. * Fixed props not getting turned off when changing characters in Showroom. * Fixed issue with Character Creator not being interactable with if player selected Create a New Character from new game menu. * Fixed unfollowed crew still attempting to spawn act ghosts.
Changelist r5.24.2:
* NEW Options menu - Fully customizable graphics options, act filtering, and gui text size and speed in conversations. Some other gameplay options are also customizable, but those will be expanded further in the future. * NEW Crew saving - When you capture a prey you can recruit them to crew by looking towards them (See on screen tips!). When you load game, your follower is loaded in with you, and all the other crew members are loaded into a camp near Kirhaal. Maximum number of recruited crew members is 3, but you can have one non-crew follower that is also saved when exiting/saving/loading the game. * NEW Bosun, the second main crew member that’ll stick around with you long term. Also like Cabin Paw, he will eventually be sexable. Unlike Cabin Paw, he is huge though! * NEW Map and handling of map - Map is pannable, and certain rumors appear on map as “hot spots”, and location names are automatically translated on mouse hover. Currently working as a “toggle”; You press M and it opens, and press M again to close it. While map is open, player can’t move (at least for now, we’ll still explore if holding map key instead of pressing would open some kind of simpler map that you could keep open while running) * NEW Added a playable default male character with vagina (Erri) to cover all four combinations of bodies and genitalia. * Optimized Kirhaal further when the city is viewed from a distance; Besides general level of detail meshes, it also replaces the houses with “billboards” at long distances. * Optimized orange forest vegetation further. * Adjusted swimming particle opacity so that they aren’t so obscuring. * Added a way to leave the mansion with carefully placed rocks. * Added override text to Character Creator to guide player to finish up the first page before trying to continue customizing the character itself. * Added version number to main menu and to bug reports (No more unmarked bug reports from 2 year old builds that still circulate in the internet for some reason…) * Added some extra lines for Cabin Paw to give hint of the Bosun and the crew camp’s location to player. * Added more hotkey customization options to the keybinding customization in launcher. * Changed all vegetation to use mip maps and adjusted maximum texture size of pretty much everything to optimize GPU memory usage better. * Changed Character Creator and Showroom buttons to use same button elements as Options Menu for consistency of GUI elements. * Changed default swimming sound volume to half of what it was before (half of what it was originally before it was already halved once). * Fixed New Game -> New Character process taking to character selector instead of taking directly to creation of new character. * Fixed elusive color picker. * Fixed spooked prey being unable to evade trees if further away from player when using lower quality settings. * Fixed swimming camera being too over eager when going for a swim in the river. * Fixed spawners occasionally spawning characters underground because of an Unity bug where Unity doesn’t respect navmesh areas when baking height mesh for navigation, by literally cutting water triangles from under the terrain so that Unity couldn’t force the navigation bugs in. * Fixed some causes of prey spinning in place instead of running away when scared (doesn’t necessarily fix it completely, but improves it). * Fixed ancient bug of genitalia check going haywire if “slot 1” in animation accepted both penis and vagina having characters in it. * Fixed ESC menu opening over interaction overlay (showing both at the same time). * Fixed character file loading speeds. * Fixed some issues in initiating acts while follower is swimming. * Fixed a freak bug where act ghosts appeared with characters in act. * Fixed acts occasionally not appearing around the area where the player is looking at. * Fixed position, rotation, and location manually of all the few thousand acts on Skiia. * Fixed some uneven navigation surface issues on Kirhaal docks. * Fixed some Showroom POV issues when changing acts. * Fixed Kess not accepting rumor about the orange forest. * Fixed Pail giving wrong directions to Cotton Ball. * Fixed ESC menu button sounds in Character Creator. * Fixed “current character hat” appearing in Character Picker in Main Menu.
Enjoy! <3 Ruffleneck
edit: Do note that old-processor-support branch no longer exists, and instead is a launch option when you press play ^^
* NEW Options menu - Fully customizable graphics options, act filtering, and gui text size and speed in conversations. Some other gameplay options are also customizable, but those will be expanded further in the future. * NEW Crew saving - When you capture a prey you can recruit them to crew by looking towards them (See on screen tips!). When you load game, your follower is loaded in with you, and all the other crew members are loaded into a camp near Kirhaal. Maximum number of recruited crew members is 3, but you can have one non-crew follower that is also saved when exiting/saving/loading the game. * NEW Bosun, the second main crew member that’ll stick around with you long term. Also like Cabin Paw, he will eventually be sexable. Unlike Cabin Paw, he is huge though! * NEW Map and handling of map - Map is pannable, and certain rumors appear on map as “hot spots”, and location names are automatically translated on mouse hover. Currently working as a “toggle”; You press M and it opens, and press M again to close it. While map is open, player can’t move (at least for now, we’ll still explore if holding map key instead of pressing would open some kind of simpler map that you could keep open while running) * NEW Added a playable default male character with vagina (Erri) to cover all four combinations of bodies and genitalia. * Optimized Kirhaal further when the city is viewed from a distance; Besides general level of detail meshes, it also replaces the houses with “billboards” at long distances. * Optimized orange forest vegetation further. * Adjusted swimming particle opacity so that they aren’t so obscuring. * Added a way to leave the mansion with carefully placed rocks. * Added override text to Character Creator to guide player to finish up the first page before trying to continue customizing the character itself. * Added version number to main menu and to bug reports (No more unmarked bug reports from 2 year old builds that still circulate in the internet for some reason…) * Added some extra lines for Cabin Paw to give hint of the Bosun and the crew camp’s location to player. * Added more hotkey customization options to the keybinding customization in launcher. * Changed all vegetation to use mip maps and adjusted maximum texture size of pretty much everything to optimize GPU memory usage better. * Changed Character Creator and Showroom buttons to use same button elements as Options Menu for consistency of GUI elements. * Changed default swimming sound volume to half of what it was before (half of what it was originally before it was already halved once). * Fixed New Game -> New Character process taking to character selector instead of taking directly to creation of new character. * Fixed elusive color picker. * Fixed spooked prey being unable to evade trees if further away from player when using lower quality settings. * Fixed swimming camera being too over eager when going for a swim in the river. * Fixed spawners occasionally spawning characters underground because of an Unity bug where Unity doesn’t respect navmesh areas when baking height mesh for navigation, by literally cutting water triangles from under the terrain so that Unity couldn’t force the navigation bugs in. * Fixed some causes of prey spinning in place instead of running away when scared (doesn’t necessarily fix it completely, but improves it). * Fixed ancient bug of genitalia check going haywire if “slot 1” in animation accepted both penis and vagina having characters in it. * Fixed ESC menu opening over interaction overlay (showing both at the same time). * Fixed character file loading speeds. * Fixed some issues in initiating acts while follower is swimming. * Fixed a freak bug where act ghosts appeared with characters in act. * Fixed acts occasionally not appearing around the area where the player is looking at. * Fixed position, rotation, and location manually of all the few thousand acts on Skiia. * Fixed some uneven navigation surface issues on Kirhaal docks. * Fixed some Showroom POV issues when changing acts. * Fixed Kess not accepting rumor about the orange forest. * Fixed Pail giving wrong directions to Cotton Ball. * Fixed ESC menu button sounds in Character Creator. * Fixed “current character hat” appearing in Character Picker in Main Menu.
We've made an Early Access Logs and Votings subforum which is only visible to game owners and in which only the developers can post in.
So, if you subscribe to it, you'll get notifications of all votings and devlogs we post and that way we don't need to spam the announcements section for non-critical information and you'll still be able to keep up with development ^^
All build related posts will be posted in announcements as normally ^^
* NEW Kess will finally give female players a reward for rumor hunting! * NEW Cabin Paw, the first actual crew member (who’ll come with you on the ship and to other islands, but you’ll get to pick between male and female Juin in later builds, default to female for now). Will potentially be sexable in the long term, but not for now! * NEW Minor NPCs: ~20k words across 9 characters that expand the world and lore, but do not have a full act associated with them (we’ll eventually vote and see who should be sexable :3). Minor NPCs are identifiable by “darker” name text. * NEW Reworked new game system - You can now start a new game with the same character, and load different save states and autosaves through the Continue game button, and the system streamlines creation and starting of a game with a brand new character. * NEW Save states system - You can talk to Cabin Paw to create new saves or load old ones. Do note that prey is not saved until we’ve added proper prey processing and inventory system. * NEW Kirhaal has been reworked and is a lot more city -like now. * NEW The Cotton Ball and Sterling’s shop are replaced with prettier custom houses. * NEW Graphical overhaul to make things prettier in general. Namely new water shader with reflections and prettier waves, and updated and prettier day/night cycle. * NEW 14 new acts to spice up the selection on island. Largely pawing and pawjobs and a little bit of anal. * Added bunch of different kind of act locators around Kirhaal. * Added texture streaming to optimize GPU memory usage. * Added an unlockable quick travel path between Kirhaal and other side of the mountain. * Fixed acts in Showroom and on island having issues assigning characters to right slots. * Fixed shadow cascades being wrong between different quality settings. * Fixed advance time used in some conversations advancing minutes instead of hours. * Fixed missing Davh tongues (dunno how this made in originally). * Fixed alignment of random acts, they’re now a bit more interestingly aligned and better positioned. * Fixed conversation variables defaulting to NULL instead of 0 and false which was causing some odd behavior with some conversations. * Fixed Spirit being there after act. * Fixed time progression taking you out of Spirit conversation. * Changed and optimize Kess’ tit lamps because they were a bit too unoptimized and performance heavy. * Changed all conversation animations to have some crossfade when played to remove occasional snapping. * Changed city lamps to be a bit more optimized. * Changed day night cycle to be faster (day 120mins/night 90mins) * Changed unenterable houses to have some “light glow” in the closed windows so it looks a bit more lived in. * Changed Main menu to match the new Kirhaal. * Changed Sterling to be a bit easier to bang.
Changelist r5.24.1:
* Fixed dock and some other static meshes not being blend with the terrain. * Fixed misaligned act appearing in the fountain (moved outside of the fountain, and aligned properly). * Fixed “hat” not being abandonable in some cases. * Fixed some new acts having characters in off positions. * Fixed Sterling not agreeing to talk without promising to bang her, and turning her down first. * Fixed Showroom genitalia checker not checking genitalia properly. * Fixed characters getting assigned to wrong slots in some acts. * Fixed filtering in character picker. * Fixed “Tasting” not having animated doggy tongue. * Added missing sound surface information. * Added necessary colliders to support splashing and sfx for ocean, river, and pools near statues. * Changed animation handling of Showroom to match Island’s animation handling (which also fixes tongues on Showroom). * Changed Showroom to return to default animation when characters are changed to prevent mismatching animations from occurring. * Changed act position indicators to have emissive material so that they’re easier to spot at night. * Changed eye <-> head weights of random NPCs so that they use more eyes and less head to look at player.