Status Report March 2020
Added 2020-03-06 16:11:58 +0000 UTCGoThongs
In February I got another commission for a class, and while doing that I also did a couple more things. These aren't live yet, and may be subject to change, official patch notes will be found here once these changes go live: https://www.patreon.com/toonie
- Fixed an issue that would cause instant and ticking effects to consume twice as much script power as was needed.
- Bosses will be made immune to silence.
- A bunch of new effect types, including multipliers for max pain/arousal, multiplier for how many steps a quick time event has, and armor damage modifiers.
- Numbers on your status bars.
- More fixes for the spawning system. Seems LL completely fucked up object_rez, which should just not be used anymore. Levels will load marginally slower, but should load more reliably after this change.
- Armor repair drops will be a little more frequent/infrequent based on the armor level of your party. This means you'll more often be missing one or two pieces of armor, but shouldn't have to go without for extended periods of time.
- 4 new common enchants
FetishQuest
Still working on the new quests and character markers. There will be an extensive aqueducts/sewer system running underneath Yuug city. This is currently the largest "area" of FQ in the game with 24 cells (vs Yuug City itself at 21 cells), and I'm almost done meshing it out. Then it's gonna need some encounters. I want at least one scripted encounter you might stumble upon down there.

I'm also adding a fairly large 18 cell forest area which is the area immediately outside the walls of Yuug City on the south, east, and north side. This one has been meshed out and just needs encounters. I don't plan on adding any scripted encounters to it yet, you'll find generic forest encounters for now.
After that I need to map out another dungeon, which will be the final part of the Church quest.
In non map related news, here are a few things that have either been completed, or are almost completed:

- NPC markers, allowing you to interact with NPCs directly from the map.
- A ton of new combat texts (with help from Slate, who submitted a batch)
- A critical hit system. Each character has a 5% base crit chance plus 4% per agility. Only affects attack and arouse for balance and ease of writing reasons. Critical hits will generally be penetrative arousal attacks or low blows, and deal double damage.
- Minor bug fixes like corrupting vial not being ranged, and sneak attack having the wrong effect name.