This months build turned out to be a lot more work than I first anticipated, but here it is with a bunch of new content and changes.
First up, the highly requested belly blending has been added to all of the players animations. It scales off of the players lewd meter and maxes out at a value of 200.
This feature is disabled by default as it causes some clipping issues with the current outfits. It can be enabled in the settings menu.
There are 4 entirely new cinematics. And a few additions and some polish to the existing ones.
The summoning tome has been reworked and can now spawn any enemy type.
Enemy type is copied from a random enemy on the current floor.
Each positive itemlevel will shift the floor enemies are sampled from downwards (stronger enemies).
A blessed tome will still spawn two allies and a cursed tome will still spawn an enemy.
Cursed tomes use the inverted itemlevel when selecting a floor to sample (meaning a -2 itemlevel results in a harder enemy).
Skulls are spawned as a fallback if there are no enemies on the floor sampled.
Summoned characters also have an updated look.
A new neutral floor has been added between combat floor 1 and 2. It currently only features a recruitable kobold and has no cinematics yet.
Loot has been increased overall so runs should be less dependent on rng.
Next months build will focus on fixing the outfits, reworking the outfit and stripping system, new characters and maybe a new floor type.
The preview should be up on the 1st of november.
Thank you all so much for your support.
Full list of changes below.
New content:
New wolfman threesome cinematic.
New fishman mating press cinematic.
New goblin anal cinematic.
New slime anal cinematic.
Added belly blending to all animations.
Added more pubic hair options for the player.
Added more hair color options for the player.
The memory menu now has an option to toggle the summoned material on monsters.
The memory menu now has an option to set lewd value.
Added a ring of charm. Which charms partners at an enchant level of 0 or above. And charms the wearer if enchant level is negative.
Added a new neutral floor between the first combat floor and the water floor.
Changes:
Inventory, memory selection and customization menus will now remember which index was selected the last time the menu was open.
When throwing a weapon the tile selector will now spawn on the nearest enemy.
All cinematics have been made compatible with the transparent summoned character shader.
A bunch of tweaks to old cinematics, some camera angles, additional stages and animation variants have been altered/added.
The lewd defeat cinematics have been merged using the new belly blending.
Amount of loot per floor has been increased.
Reworked tome of summoning.
Ring of calories has been buffed (10 > 20 per itemlevel).
Ring of regeneration has been buffed (2 > 3 per itemlevel).
The first combat floor should now guarantee an offensive item drop.
Added some more items to the vault loot.
Added the ring of strength and tome of detection to the loot pool (Whoopsies).
Lewd meter max value now increases by 1 for every 5 points the meter reduces over time.
Pumpkins can no longer spawn on the first floor.
Miscellaneous graphical tweaks.
Throwing items onto lava tiles will now properly destroy them.
When charmed the player will now start a random cinematic including threesomes (Thanks to username Roy for the suggestion).
The temporary minotaurs on the starter floor have been removed.
Bugfixes:
The player can no longer step into the path of a thrown sword and soft lock the game (Thanks to username Spencer Tyrrell for the bug report).
Fixed the ring of lewd fluids when being worn by npcs (Thanks to username Roy for the bug report).
Bookcases and graves can no longer be repeatedly triggered to spawn infinite enemies (Thanks to username Firon X for the bug report).
Bookcases now properly obfuscates unidentified item names.
Viewing the tentacle scene through the memories menu will no longer increase max lewd value.
Fixed an issue causing enemies to spawn on the same tile.
Fixed an issue with dungeon generation on water and lava floors causing flickering wall tiles.
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