A bunch of new factions are now summonable via beacons, largely thanks to Daniexpert. This includes some returning favorites from old pre-4.0 beacons, but also includes new factions that have never had a beacon before. Previously it was a major performance drain to have a lot of beacon factions included, so we didn't do it often. Now it's not a drain at all, so we can have as many as we want.
Of course, the new problem that then led to was, "do we really want beacons to be so cluttered throughout the entire galaxy." This has led to a further set of beacon features, again implemented by Daniexpert, which divide the beacon factions into four "tiers" of importance (ranging from always seeding to being fairly rare). This neatly solves the problem for the base game and DLC factions, and also makes it so that mods can now hook into this without flooding the galaxy with beacons if you happen to have a dozen mod-granting factions enabled.
DLC2 has a new music track, which was jointly commissioned by Pablo and Badger, and composed by Badger. You'll also hear it coming up in the DLC3 trailer, which will be arriving this week (hey -- along with DLC3 itself!!).
DLC3 continues to get a wide variety of final polish, ranging from quality of life elements to bugfixes to feature and balance tweaks. Thanks to Badger, StarKelp, Zeus, and Tom.Prince for all their work on this over the last few days.
There are also a bunch of new achievements for DLC3, and a few new ones for DLC1, thanks to Zeus. Those will be integrated into Steam and GOG shortly. (If you earn them before they are, they will self-correct, no worries!)
Finally, some various bugfixes for the base game itself, relating to multiplayer, AI Reserves, AI Hunter, and various other bits.
To celebrate, TWO discounts have been made. For this week, enjoy a nice 20% discount on the game! On top of that, Sole Iron Tail is now $4.99! Go tell your friends, pet gerbal, priest, etc!
The new 2.0 IK is released, rebuilt from the ground up with a focus on accuracy that allows for an impressive range of motion along with more natural behavior and compatibility with characters of various sizes
Update also includes various fix's to scaling and UI
Next focus is migrating to Unreal 5 and switching to Mod.io rather than steam workshop. This will resolve several underlying issues with stability and bring additional design freedom.
Hello Wardens! It might be spring now, but don't let up on subjugating those rowdy inmates!ːkarrynWardenː
Today's post is bring everyone up to speed by talking about the last two months' updates, as well as future plans.
The v.1.0.5j update adds the following new cut-in variations for:
Finger Sucking - Goblin, Lizardman, Orc, Yeti;
Kissing - Yeti;
Boobs Petting - Slime;
Nipple Petting - Slime;
Butt Petting - Slime;
Anal Petting - Slime.
If you haven't been following the smaller patch notes posted here, the last two months have mostly been spent on adding such cut-in variations to the game to enhance the experience. And with the v.1.0.5j update, this will be the final cut-in variation related update.
If you haven't been following us on Discord/Twitter/SubscribeStar, I've actually been dealing with an injury on both my wrists for all of April and most of March. It's gotten a lot better recently, but it's still healing up. Because of this injury, plans on designing and implementing the Gym side job that I mentioned in the 2022 Roadmap earlier this year has been delayed. However, as you have noticed, instead we decided to focus on adding cut-in variations during this time period. Originally, the plan was to do some cut-in variations, then the Gym, and then finish the rest of the cut-ins.
Another thing that was mentioned in the 2022 Roadmap was the localizations. Luckily, before my wrist injuries, I finished laying the groundwork needed for the localization teams so they have been able to continue their hard work localizing the game even after I injured my wrist.
The current status is that the Russian localization might be ready within one or two months. The Chinese localization will most likely require at least two or more months.
I know there are people impatient to play Karryn's Prison in their native language, but I want to remind everyone that it took over a year for Meltys Quest to be localized into Chinese, and it hasn't even been half a year since Karryn's Prison was released. I've been in contact with the localization teams and I see their progress and know that everyone is working hard every day so please be patient! Good things take time.ːkarrynGlassesː