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Developer: Syvaron Patreon - Discord - Wiki
Version: 0.13.0.1
Release Date: 2020-02-16
Last Updated: 2020-08-27
Censored: No
OS: Windows
Language: English
Genre:
2DCG, 2D Game, Big tits, Creampie, Fantasy, Female protagonist, Futa/trans, Futa protagonist, Male protagonist, Management, Monster girl, Rape, RPG, Strategy, Text-based, Turn-based combat, Anal sex, Oral sex, Handjob, Titfuck, Vaginal sex

Overview:
Portals of Phereon is an exploration/ management/ breeding / turnbased (on tilemaps) strategy game with Monstergirls.
More:
Characters:
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.


Changelog:
v0.13.0.1
  • 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
v0.12.0.1
Summary:
  • More interesting portals
  • Spirits integrated more. (more enemy variance etc.)
  • Farm/fusion work more together.
Portals/Overworld:
  • 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
Characters/Creatures:
  • 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)
Shadow species rework:
  • 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
Farm:
  • 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
Quickruns:
  • 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
Other:
  • 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
Noteworthy bugfixes:
  • 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
First weekly seed: "glowing"
v0.11.0.1
BugFixes:
  • - 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.).
---------------------------------------------------------------------------------

Changelog:

Species:
  • new spirit (5 species)
  • 1 new special hybrid
  • 2 new creatures
  • 2 unique characters
Difficulty settings:
  • default save type set to town-only and adjusted modifiers
  • dating mechanic now optional as difficulty modifier
Town:
  • 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
Tavern:
  • 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
Fusion:
  • 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)
Arena:
  • 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)
QoL:
  • 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)
Other:
  • some new events, traits, skills, items etc.
Noteworthy bugfixes:
  • 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
v0.11.0.0
Species:
  • new spirit (5 species)
  • 1 new special hybrid
  • 2 new creatures
  • 2 unique characters
Difficulty settings:
  • default save type set to town-only and adjusted modifiers
  • dating mechanic now optional as difficulty modifier
Town:
  • 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
Tavern:
  • 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
Fusion:
  • 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)
Arena:
  • 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)
QoL:
  • 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)
Other:
  • some new events, traits, skills, items etc.
Noteworthy bugfixes:
  • 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
v0.9.10.1:
Bugs fixed:
  • 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.
Changed:
heatresistant trait also makes user immune to burn. also unlockable as starting trait
2 new legendary traits.
v0.9.10.0:
Tentacle basespecies:
  • - 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.
New player experience:
  • - 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.
QoL:
  • - 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
Other stuff:
  • - 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)
Balance:
  • - 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
Noteworthy bug fixes:
  • - 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
v0.9.9.1:
BugFixes:
  • - 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
Changed:
  • - 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
v0.9.9.0:
Characters:
  • 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
NewGame+:
  • 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
Other:
  • 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
QoL:
  • 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
Balancing:
  • 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
Noteworthy bugfixes:
  • 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
v0.9.8.1:
Bugs fixed:
- massSeduction skill had the wrong type
- some skills obtained later for crea/druid couldn't be (re)selected (or for summons instead)
- enemy preferences were shown in tooltip, defeating the point in revealing them
- changing cock interest in any way would set it to the characters pussy interest before
- Evo: exp didnt reset to 0 each level (every level took 10 exp only)
- Evo: LRes is not affected by level bonus anymore
- basic insect abdomen part had the shadow manadrain instead of basic extractMana skill
- seduce triggers applied before animation/pic ended (also caused softlock when seducing with lifesteal kills a character)
- passives for hybrid species couldn't be unselected
- training battles didnt have fitting difficulty and started too strong
v0.9.8.0:
SkillTree/"C"-menu: (druid unaffected):
- upgrades are now in a grid with various paths
- side branches can require points from other species
- more impactful/varied upgrades
- more differences between evo and crea
- more versatile upgrades/not species specific
- only one type of skillpoint per species (only gained through rituals/crystals)
- specialforms/summons are nodes in the tree. Summon/transform exhaustion cost for those is halved
- size choices are always available and affect the summon/transform cost
- can get all genes 10 for summons/ +10 for evos own genes
- can transform into/create any species(except bosses/uniques)
Evo:
- starting gene selection means how far you can get own genes above 10
- special bodyparts + core (changed base stats) for chimera form for each species
- chimera form window now also shows actual stats (affected by upgrades/level)
- can select genetic species for special forms.(instead of special/special)
Crea:
- no way to increase own genes
- created characters are more similar to other characters and don't get flat stat increases
Combat:
- small closeup pictures/slideshows for lewd actions, based on bodyparts (can be turned off)
Trying to tie combat and lewd stuff together a bit more. Not sure about the pictures thing (ambiguous color vs fixed, etc.),
and didnt want to commit much time to it before getting some feedback, so there are just a few, so a lot of interactions don't have fitting pictures yet.
- can select seduction type (ass,pussy,tits,cock) affected by different things.
- pussy/cock based seduction changes targets interest based on seducers attractiveness
- seducing has a crit(ldmg*2)/fail(ldmg=1) chance based on the preferences of the target.
- (only the preferences/stats shown in the quicktooltip matter)
- recruitment chance is slightly increased for each known preference
- enemy preferences will be revealed as you perform certain actions.
- Ai will also act based on what they know about preferences.
Characters:
- Aila/Sylvie updated art/outfits
- 5 new spirits with some new skills (4 first evolution + 1 final plant humanoid)
Other:
- base spirits and first evolution sometimes spawn in the wild (rare)
- removed specialtraits from chosen affinity, as they are now in the skilltrees
- new seduction triggered passives for succubus characters
- some other new skills/passives
- lifesteal now drains hp (increases dmg, but doesn't heal on overkill)
- photosynthesis trait for plants (don't require food)
- Evo's percentage based stat changes will be converted into base stats after transforming (are affected by traits/easier to read)
- Stat bonus for evo levelups are only applied after transforming
- new modifier for unique starter spirit
- new modifier to remove (or increase) many limits (enemy/hostility scaling, genes/level etc.)
- tit/cock size preferences are more likely to be higher
- good score in sextraining changes tit/cock size preferences towards yours
- Entertainer profession gets *2 bonus on town-npc objectives
- info about current best ritual level in combat quick tooltip, marked with +/- if its higher
- made it more obvious that you can scroll down in character gallery (some may have missed it)
- removed fusion from the breeding screen
Balancing (most important changes):
- when the maincharacter falls in battle, morale is only decreased by 50 instead of set to 0
- Evo human form has very high LDmg, making it especially useful early on
- water starting spirit has a more versatile skill (splash: moves water + deals dmg)
- removed requirements for watermermaid evolution (always guaranteed to get to stage 3 with any spirit)
- can't lose the game due to reputation as prince in free play
- crea doesn't start with slimeheal
v0.9.7.0
Dating:
- new events + pictures for some older scenes
- some more interactive scenes/imagesets
- experimental x-ray thing for those scenes (hover over pic to show x-ray version around cursor)(currently only the sylvie scene)
- can increase lewdity twice per date. Increasing lewdity lowers lust a lot
- passive lewdity based lust change is halved

CharacterCreation/Start:
- elemental affinity: choose between grass/fire/water for various starting bonuses (evolvable spirit summon, new versatile skills, specialtrait, statbonus)
- difficulty modifiers: can toggle various rules that make things harder for a flat percentage increase to difficulty.

Character/species:
- 12 new species/spirits for starting affinity (mostly creatures)
- Spirits are mostly fusion based and can be fused with any non-spirit. They have a new unique genetic trait
Fusing a character with a spirit only considers the species of the non-spirit for the result
Evolutions work similar to seedlings, but you can choose various skill/leveltype sets.
- some art changes
- lizard now also has variable bodypart sizes/clothes (all basespecies now)

Other:
- genes are generally assigned in totals, randomly spread and not separately per gene. (not only for wild characters).
- Some characters' genes now scale based on gametime (hired through events/brothel etc.)
- stat increases are no longer random. (hidden progressbar for each stat, that increases based on genes/leveltype).
- Leveltypes/levels matter more even for characters with low genes
- unique characters gain more stats/progress on levelup
- randomencounter chance scales more fluidly for everything (stealth,hivecount,distance to portal)(instead of various thresholds).
- new achievement + unlockable profession
- many things have predetermined outcomes (reloading and doing the same thing will have the same result (events,summons,fusion etc.))
- removed morale requirement for quick-fusion

Balance:
- generally levels should increase stats more on average, but less extreme for high genes (balancing stat gains etc should be easier)
- mana increases slower (more like str/mg instead of hp)
- max amount of enemies globally decreased
- base movementcost through water decreased to 15 (from 20)
- gene adapter doesn't work on mc (genes are more meaningful in character creation)(specialform/summons requirements lowered to be achievable anyway)
- busty/petite pointcost is now 0 (neither is really positive or negative)
- fused characters maxlevel/exhaustion is the average of both characters.
- seedlings (trait, not just the starting species) don't need food
- a resulting species' basevalue for bodysizes etc. has a higher weight for determining their value in fusion/hatching
- many other small adjustments to adapt to other changes

Noteworthy bugfixes:
- lily(plantaur) event never triggered
- kraken tentacles weren't removed after using its skill when recruited
- flying or swimming characters could move on deepWater but not a mix. (flying can't move over deepWater)
- geneadapter didnt cost any money?
- farm potions that trigger on egg creation cost equal to the partners item
- stabilized portals could be closed (regarding the individual return home button)
- Brothel: characters lost virginity during group shows. Rich guest amount didnt increase when it ever got too low.
- Tips in single-guest/orgy rooms were way too high (multiplied by character count in addition to another multiplier)
- lustpotions couldn't be used

Summary/Expected Effect:
- faster pacing through higher focus on fusions/more early options
- can move on to higher hostility portals sooner
- stats feel actually based on genes/leveltype instead of being mostly random
- easier to switch species in your main team (you don't just end up with slightly different/upgraded versions of the same 2 species forever)
- more flexible/interesting start.
- the way genes are distributed onto characters gives them clearer advantages/purposes
- more control over difficulty.
- easier to come back from early mistakes/losses

Next:
- new skilltree replacing the current "C" menu with lots of more interesting things/choices
- more events/dating stuff
- story events/paths/endings
v0.9.5.1
Gallery:
can easily view unlocked images/characters
greyed out images/hints for non unlocked things
includes unique characters/special hybrids etc. with infos
can cheat in any selected character with selected bodysettings (button only appears after cheating previously)

Content:
special mission for crea/druid with 1 unique character each
some linear progression/rewards for each town location/npc (spent x money in shop etc.) with some unique rewards (1 other new unique + 1 new species, new items, traits)

General changes:
changes to some older species pictures (mostly important species + basespecies)
cock/titsize differences are visible for some species (not many currently, marked with star in gallery)
can increase starter maxlevel up to 10, similar to other genes
living space gets assigned automatically at the end of a day if a character is set to outside and some other space is left
random wild characters cock/titsizes and cum-/milkamaount are randomized
can speed up ai-turn by holding space
can cycle characters from inventory screen with a/d

Balance:
Greater heal is now based on magic strength
Fullheal has higher range, removes statuseffects and applies regen based on magicstrength
evo - godform has some special traits(lavaimmunity/waterbreathing,agile)
Tit/cock-growth potions now also increase fertility/virility and have been renamed to that
some changes to difficulty modifiers, allowing more combinations > 100%
lowered gold cost for tavern characters
max number of enemies for low hostility battles decreased

bigger bugfixes:
- bosses counted as defeated when you fled
- kraken boss tentacles couldn't be removed after taming the kraken
- boss achievements didn't show as completed
- random event characters could have stats based on another size
- heat resistance didn't do anything
v0.9.3.2
Bugfixes:
- portals in story/eventportals disappeared => wasn't possible to beat the game
- anomalies spawned in unstable portals-> would have to recall out after using one
(also couldn't use world objects)
- scouting etc didn't work correctly in unstable portals
- learned skills got duplicated when transforming (chimera form)
- evo couldn't easily go back to no tail after getting one
- herbalist trait wasn't selectabl/unlocked for mc
- clothing for npcs wasn't adapted to the new lewdity ranges

Changes:
- in unstable portals you start with half fow, seeing the tile layout
- anomaly/chests spawnrate decreased
- chest spawn rate increased a lot for unstable portals
- for unstable portals, chests have a lower hostility threshold to be higher rarity
- exh cost for unstables decreased to 5
v0.9.3.0
Town-Npc-dating:
- basically some kind of minigame to increase relation/lewdity of characters to recruit them
- You can date the town npcs starting at 20 rel (Not Mya and Flora for now)
- spend time in town while reducing exhaustion
- doable in spendtime tab on character (uses one npc-action) or later in charactermanager
- further infos in tooltip

Overworld:
- half-fow for tiles visited in previous days/expeditions with outdated infos, only showing the biome
- encounter info for fully scouted tiles is not based on distance
- portalopenings are more related to the worldtype. Only ocean worlds can have water restrictions etc.
- new things spawn on the map based on biome (healing consumables, itemchests, crystals..)
- some things are permanent and stay revealed (abandoned houses etc)
- deep water tiles, only accessible with swimming/waterbreathing team
- cutting wood also triggers another basic scoutaction

Other:
- strong bonded mc-skills for reaching 100% relation with a town-npc. (always need to target the npc)
- after a random encounter you can walk a few tiles without risk of another (amount is slightly random)
- some new parts for chimera form
- some new traits
- increased (made easier) req for minimum genes for some unlocks
- a new special species, related to a trait
- 2 new unique characters (same event)
- a new creature species
- injury doesn't halve fertility/virility anymore (once max level injuries are no downside if you only use it for breeding)
- events/battles etc don't spawn on slime
- only start with max 1 ap for ambush events
- wild characters can have more than 1 genetic trait
- quick/slowhatching are stronger
- eventportal hostility is no longer random
- important battles/enemies are harder
- other balancing changes/bugfixes

DOWNLOAD

Win - MEGA
Linux - MEGA

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