SakeTami
Floppystack
Floppystack

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v0.6 early access 1

Edit (hotfix 2):

A couple of bugfixes and a few last minute changes to the audio modding system before the public release of v0.5.
The folder structure has been changed so that each unique cinematic ID has its own folder. So for shared cinematics like the succubus/incubus anal variants, they will both use the incubus folder for the sound.

Edit (hotfix 1):

I wasn't able to recreate the bug where the lavasiren freezes the game on a black screen, but I handled some other error messages that might have fixed it. If anyone experiences the bug please check the log files at %appdata%\Godot\app_userdata\HardStuck\ for error messages.

And if any AMD users are still having issues launching the game, one of the newer drivers included a fix for the issue. So try updating the drivers manually or with the Adrenalin software.

Original post below:

This build features three new cinematics and two new costumes. I didn't have much spare time to work on the remaining lavasiren animations so they'll have to be added later.

The bunnygirl stockings proved challenging to get looking right, and has some clipping and stretching issues when Chloe bends over. Nothing major but I'll try to sneak in a fix for it in the next early access.

Nightmare and magic armor possession effects are no longer cleared when looping.
Now there's an enlightened ghost skull npc on the first neutral floor that can perform exorcisms to remove them. He will of course perform exorcisms on non possessed players as well if they ask nicely.

Other than that there's the new cinematic audio modding system, which remains unchanged from the preview build earlier this month.

The public build for v0.5 will be uploaded to itch sometime next week. And the preview for v0.6 ea2 on the 1st of November.

Thank you all so much for your support.

Full list of changes below:

New stuff:

Changes:

Bugfixes:

v0.6 early access 1 v0.6 early access 1 v0.6 early access 1 v0.6 early access 1 v0.6 early access 1

Comments

The older cinematics still use a legacy system for setting up audio so there are only a couple that use the new jsons. But the pantherman json is included towards the end of the instructions .txt file under mods/audio.

floppystack

Is it possible to generate the default audio jsons with the current configuration so we have baseline for what works?

metainf

It would be cool if we can mix costumes

Volexay

1: A variation of a stage, like the goblin doggy stage where he slaps her butt. In this case the regular loop would be variant 0, and the slap version variant 1. So a slapping sound effect will need the variant value set to 1 to play at the correct time. A default variant value of -1 will play the sound regardless of what variant is playing. 2: There is no way to to do that at the moment, the triggers get reset at the start of a new loop. I suppose there should be a way to time sounds independently of the looping timer. I'll see if I can get one added to the next early access. The "loops" value is only used for longer stages like the boob suck variants in some of the cinematics. As with the minotaur threesome, I believe the boob sucking variant is essentially the same animation looped 5 times together with the longer action. It might also have a duration of 1 second. So by setting "loops" to true and "triggerTime" to 1.0, you can have a sound repeat forever with 1 second in between. In this case you can tweak the "offset" value to determine when the looping should start. Feel free to let me know when something could use more clarification, I'm fully aware of my inability to explain things and naming variables properly :P

floppystack

Hey! I have two questions regarding the audio modding in this game. Question 1: Can you elaborate on what the "variant" trigger does? What is a flavor animation or animation variant? Question 2: Is there a way to play a sound effect with a "triggerTime" that is greater than the length of the animation loop? For example, the SlimeKneeling animation's first looping animation seems to have a duration of ~0.5 seconds. With the tools currently available I haven't figured out a way for a sound to be played every 2 seconds while the animation loops. It seems to me that if I set the "triggerTime" value to be greater than that of the animation loop's length then the sound is either not played or played every animation loop no matter the "triggerTime" value and the "loops" value.

bluehumandevil

PONYTAIL HAIR! YES! Floppy, you have no idea how awesome this is. For a one-man-army, you're rockin it.

Ravenmire

I was thinking of adding a playable character with customizable gender kind of like the feminine monsters. But I want to get the game to v1.0 before I start working on any more playable characters. I also want to set the game up for character modding at some point, so if I don't end up making a male character someone else at least has the possibility to do so.

floppystack

Thanks for the bug reports, I'll look into them. Having one cinematic for each type of possession would be cool, I thought about doing a short one where she removes the armor but didn't have time for it.

floppystack

Would you ever consider a male playable character? would be hot, however im still managing to love this version too!

Fangorn

Might be that my game is register double presses or something, but while watching the animations in debug mode, instead of holding on the very last animation sequence (the pull out and afterglow) it will automatically fade to black. I am not sure if this is intentional, but it seems odd to me since this portion of the animation can be held on for a while in the normal viewing. Also, bunny ears clip through multiple models in multiple animations (noticed it at first going through brute's face) Also I had a thought while playing. It could be fun if there are different levels of exorcism with unique animations depending on the type of possession. Like a distinct act to unpossess the nightmare vs the armor vs even undoing a curse?

IcyNinji

The monsters don't have preferences, it should be random. And when the player attacks a clayman, they're actually interacting with their stand. I'll look into making some changes to them whenever their group cinematic gets added.

floppystack

magic armor helmet clips in mimic reclined Wolfman anal keep on underwear should be forced off for Cardboard, Goth, Alpine, Commando Also do monsters have preferences seems they prefer certain actions when you are charmed. Don't really have a problem with it just wanted to know. EDIT: claymen leave stands if you are charmed and chase you, but you are unable to attack them. this also happens on neutral floors with neutral characters which is understandable. the confusing part is that you can only attack neutral claymen when they are on stands. don't really know how it should be handled just wanted to give you a heads up. magic armor helmet clips a bit around cheeks during slime ride. magic armor helmet clips thru goblin head at end of goblin anal, but only noticeable if you take control of camera.

Byran

Maybe, would be cool to have some alternate colors at least.

floppystack

Maybe, I'll be doing a rework of the outfit system at some point. It might not happen in v0.6 though, depends on how much spare time I have available.

floppystack

The Thing I really like about this game how you can Customize the MC. I am Wondering if we will get more Customize Options of Enemys. Like making Frank look more Human.... Or the Goblin more Human, would look like fkn Gollum xD But I think stuff like that could add alot of flavor

DarkEa

Traduction Française disponible pour la V0.6: https://mega.nz/folder/mx0xHb5B#zY9jMe2s-GC9kHocg2QrvQ

Orpheaned

Hey I was wondering if in one of the future builds u can add in an option to mix match outfits basically for us to choose which clothing she using like shoes shirt etc

NIIORV

Finally got it.

FrenziedCarrion

Hey! Still having trouble getting the game to work. I've updated my drivers and tried everything I've seen on here.

FrenziedCarrion

Here's hoping for more goblins next poll!

MissionE

There should be a skull between the two saint statues. It requires a fresh dungeon though, so you might need to either start a new run or loop for him to be there.

floppystack

I don't think it's a bug, but I can't find the exorcist npc in the first neutral floor?

Azzy

Make sure you are using "ea1 hotfix 1" this issue should be fixed

Byran

Yes, click Chloe to see buffs and de-buffs of armor.

Byran

Quick question, is the armour that possesses you supposed to make the cum meter slowly go higher...? Or is that a bug?

Mifuni

Stop hitting yourself! Stop Hitting yourself! loool

Ravenmire

Whenever I use the masturbate function, the mana count goes down, but the cum count doesn't. Sorry, not sure where I'm supposed to enter bug reports

John Matchem

Confirmed this is still a defect after Hotfix 1. Got the error code below. Looks like an array incrementing issue. ListMenu: Pushing state [Game.Logic.UI.GameGUI+InventoryMenuLogic] ListMenu: Replacing state ERROR: System.IndexOutOfRangeException: Index was outside the bounds of the array. at Game.Logic.CinematicOrganizer.HasAudioOverride(SpecialCinematics sc) at Game.Logic.CinematicOrganizer.InstantiateNamedCinematic(SpecialCinematics sc) at Game.Data.SpellLogic.MasturbateLogic(GameState gs, CharacterDungeonData caster, Item item, GridVector target) at Game.Data.Spell.Cast(GameState gs, Boolean stepGameState, CharacterDungeonData caster, Item item, GridVector target) at Game.Logic.UI.GameGUI.SpellbookMenuLogic.OnSelect(ListMenuJob ml, Object o) at Game.Logic.UI.GameGUI.ListMenuJob.MetaClicked(Variant v) at Godot.RichTextLabel.MetaClickedTrampoline(Object delegateObj, NativeVariantPtrArgs args, godot_variant& ret) at Godot.DelegateUtils.InvokeWithVariantArgs(IntPtr delegateGCHandle, Void* trampoline, godot_variant** args, Int32 argc, godot_variant* outRet) at: void Godot.NativeInterop.ExceptionUtils.LogException(System.Exception) (:0)

No

Seems the

No

I was on neutral floor with Minotaur blacksmith and I was spamming space so Minotaur balls would refill. I was wearing cursed armor so i expected Chloe lewd meter go up a bit but it went down. I did not test if this only occurs in safe zones. Also thinking about the Minotaur bath scene, Chloe does not increase lewd meter after cinematic because its outside her body. Do you think you could implement a pull out method in the form of a minigame or item that increase chance of pull out success. Also it should not be like 100% or 0% it should vary on minigame skill or the level of the item. I know its a big ask and may make animations take longer if they have different endings if successful pull out. EDIT: Thinking it over monsters instinctual wouldn't care about pulling out. Would like to see more animations where she gets "it" on her instead of in her.

Byran

Just noticed if you charm the kraken on the water floor, his tentacles are still hostile...and he kills himself...

Stanford Young

It is not. I've seen this reported before but I wasn't able to reproduce it and forgot about it. I hadn't considered they might have been corrupted versions. Thanks for the bug report, that helped narrow it down.

floppystack

If you loop a playthrough and go back through the game, the Claymen don't spawn with a Vault Key on the second playthrough and beyond since they're now the Corrupted version - is this intended or a bug?

Jack Thomson

There should be one on the castle floor in one of the dead end rooms. The armor item only drops from the real enemy on the castle floor and not ones summoned in the debug room.

floppystack

How can i get the possessed armor enemy ?

Quang Dy

Sorry, I forgot to mention it in the original post. The issue was fixed in one of the newer driver updates. You probably just need to open the Adrenalin window and update to the newest version.

floppystack

get an exorcism ;)

JayRich

Just got a permanant black screen after a succubus started a scene with a kobold! Will take steps to avoid, but thought you should know :)

Murchadh

For some reason I can't trigger the skull BJ

Ben

Found a minor bug here. When trying to force-encounter the Kobold and Lavasiren missionary animation in Debug room, sometimes the game crashes to a black screen with just the sword cursor. Done it a few times, but not always.

Ravenmire

Hey. Bug Report: When equipping a Two-handed weapon whilst holding a shield, the the shield will get deleted from your inventory and vice versa when equipping a shield whilst holding a two-handed weapon , the two handed weapon will now disappear. Keep up the great work !

MGFizzy

Did this fix the issue with AMD Drivers? Tested. That's a no.

Mittens

Seconding this issue

Joan

I'm also seeing an issue with the masturbation bug. No animation plays and it still drains mana without draining cum. Another bug would probably be with the Anal variation of the Lavasiren animations. Whenever it seduces a Kobold (i haven't tested it with any other mobs yet) I just get a black screen and have to restart the game. Bugs aside though, outfits look great. Edit: Just tested the Lavasiren with the Goblin and Frank mobs, I get a blackscreen with Frank but the Goblin one works fine. So right now both Kobold and Frank have busted Lavasiren anal Animations

Suppository Soldier

Love the new outfits but a MASSIVE bug report here, the masturbation mechanic just doesn't work at all lol. You can't even view it on the cinematic viewer

Myahmary


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