|What is my age:||I'm 48 years old|
|What is my figure features:||My body type is skinny|
|My favourite drink:||Beer|
|My favourite music:||Jazz|
I had more free time this evening than I expected, so I put together this small hotfix to address some of the issues reported in v0. The next update to be released after this will be v0. This is still an alpha, and contains bugs and half-finished content!
Pre-zipped: Mega. Full folder: Google Drive. Since v0. Although I really wanted to get some content added for this update, I simply ran out of time in which to do so, and so I'm going to have to once again say that I'll get the Fields content added for the next update.
I'm sorry about how long it's taking me to get to that, but with this update now done, there's really very little left that's going to stop me from getting started on that long-awaited version of 0. This update contains a lot of contributed code submitted by several people via github, so I owe them my thanks for helping to make this update a lot larger and smoother than it would otherwise have been.
There's likely to be some other contributors' race mods added to the base game in the next update as well I unfortunately ran out of time tonight in which to merge them. I'm going to be away for the next few days, but when I get back, I'll get started on the Fields content and get v0. Thank you all once again for your feedback and support, and whether you celebrate it or not, I wish you a very happy Yule!
I'll most likely be back with at least a status update before the New Year, but if I end up getting sidetracked, then I'll say Happy New Year to you now as well! I'm really sorry once again for how long it's taking me to get this next update out, as well as for my poor communication.
I've finally finished the race code refactoring today, and as such, I've pushed my progress to github if you'd like to build it and see what's changed.
I'm going to stick to my original plan of making the next public release v0. The vast majority of this update is engine work, so if you do decide to build it, there isn't much new content to see from a player's perspective. The work that's been done over the past few months is so that I won't need to go back and touch the race code again outside of bug fixes and small tweaksso I can add races and related content with ease all the way until the game's completion.
Now that this large refactor is out of the way, the updates should return to a more regular schedule, and I'll also make more frequent progress news posts. I am planning on having the full public version of 0. I'm sorry once again for how long this update is taking, but it won't be too much longer before v0. This is liliths throne save editing a small post to let you all know that I'm still working on the race refactoring and modding support.
It's taking me a lot longer to get implemented than I'd initially planned, but there really isn't too much left for me to do now. I'm hoping to have something ready to push to github by the end of this week or the start of the next one. After that, I'll spend a week or so adding some Fields content before making a public release of v0. I'm continuing to work on adding race modding support, and to this end, I've just finished all of the refactoring and expansion of the game's race code.
As part of this work, the different leg configurations snake-tail, fish-tail, arachnid, and cephalapod have been given full support, so races such as lamia, mermaids, arachnae, and octopus-morphs will be able to be added without any more work needing to be done. I'll get a preview version released as soon as this is complete, and will then make a full public release soon after with some Liliths throne save editing content. I'm really sorry once again for how long this is all taking, but it shouldn't be too much longer until it's completed now. I'm sorry about how long it's been since making the last post here, and also for the fact that I'm having to announce another delay to v0.
I'm starting to feel better now, though, so I'll be able to work on this next version and hopefully have something ready for you in a couple of weeks.
Development and modding home
There's not really much else for me to say here, other than I'll try to make another post to let you know how things are going some time next week. I've managed to get most of the necessary race code refactoring finished, and now only have a few more things left to do in order to get race modding support added.
I was hoping to have v0. Once I've got the race modding finished, I'll most likely push it to github and put together a small SubscribeStar update v0. The full public release of v0. Sorry for how long this is taking me to get done, but as I wanted to add new races to the Fields area, and the race modding includes refactoring that I wanted to get done before adding any new races, this work needs to be done before I can get Fields content added.
This is just a small post to keep you all updated on how things are progressing and what's left for me to get done for v0. As you most liliths throne save editing already know, I'm currently working on adding support for race modding.
This isn't just so that modders will be able to add new races, however, as I'm using this time to completely finish off all of the remaining framework that I'll need for all future race support. So far, I've managed to implement support for racial items equine cider, bread roll, etc.
I've also added tail length modifications, which is one of the last features which were missing from the game's transformation options along with the ability to liliths throne save editing a second penis, but that might have to be added at a later date. What I'm going to be focusing on over the next few days is adding full in-game support mainly sex positioning, clothing detection, and status effects for the other leg configurations: long tail lamia ; short tail mermaid ; arachnid arachne ; cephalopod octopus. I'll then finally add support for ferals, although it's not likely that they'll be fully functional in v0.
After all of those final racial improvements have been implemented, I'll move on to adding support for xml-defined races, subspecies, and body parts. Over the last few months, I've been refactoring the way in which body parts are defined in the code, so it shouldn't take me too long to get this done. Finally, I'll add a new modded race as an example hyenasand then I'll get v0. I really want to get this out to you as soon as possible, so I'll leave the planned Fields and main quest content for the version after v0. I'll make another progress post at the end of the weekend to let you all know how things have gone.
Thank you all once again for your feedback and bug reports in the comments! I'm sorry about the lack of communication since the last update, and for the fact that I haven't managed to get more than these bugfixes done for this version. I've struggled a little over the past couple of weeks to get the promised content for v0. Thank you all for your feedback and bug reports in the comments, and sorry again for letting you down with this poor update.
Anyway, this version is mainly focused on getting the aforementioned character and quest released, which was part of my original plan for the preview version. I don't want to spoil too much of that content, so I'll just say that it's related to the Enforcers, and by completing it, you'll gain the ability to legitimately purchase some Enforcer gear and weapons. The conditions for the quest starting are in the patch notes below.
I've fixed some bugs myself, but there are still a lot of reported bugs from the last couple of versions which I haven't yet had time to fix. After this release, I'm planning on fixing all of those bugs, implementing race modding support, and then adding some content to the Fields area.
I will do my very best to have v0. I know that that's 10 days later than my target, and I'm sorry for having to push it back so far, but I fear that the race modding support may end up being quite complex to implement, and so I really can't see v0.
I'll do my very best to make v0.
I'm aiming to make the next progress post some time around the middle of this next week, so I'll see you all again then! I just wanted to make this small post to keep you updated on how things are progressing on the preview patch of v0. I had hoped to have it ready by tonight, but implementing a new clothing feature defining 'stickers' to alter their appearance took me a little longer than I'd planned. I've got all of the framework for the new character finished, and have also completely added the support for the aforementioned clothing feature, so all that's left for me to do is to get the writing finished off.
I expect to be done with that in a few days, at which point I'll push what I've got to github and make another progress post here. This small delay shouldn't affect the public release date of v0.
I'll give you a better estimate on when it will be out when I make the v0. As mentioned in the post, I've managed to get the vast majority of bugs reported in v0. I feel as though there are still some parts of that which could do with some polish, but I think I'll leave that until a later version. I've also added support for basic item modding in this version, and I've got a lot of background work done for the character which I'm planning on adding as the last piece of Dominion content before v0.
I haven't quite got that into a state that's ready for full inclusion into the game, so I've decided to call this release v0.
I'll most likely push that back to a later version instead of delaying the release any further, as I know that the vast majority of you are eager to finally move on to the Fields content. Anyway, this extra time I'm taking to get v0. I'll make another post here when I push the updated version of v0.
I just wanted to make this small post to let you all know how things are going and what I've managed to get done this week. I've managed to get all of the reported bugs fixed, and have finally! I've also managed to get support for item modding added, and while it doesn't support definitions of enchanting items into other items, the modding framework should be enough to make any sort of basic item.
I'll come back and expand this framework in the future, but I didn't want to get bogged down in it when v0. Progress towards v0. I'm still aiming for the preview of v0. Thank you all for your bug reports and feedback in the comments. While I don't respond in there often, I do try to read everyone's comments and take on board any constructive criticism and feedback. I just wanted to make this small post to let you know what my plans are for the next few weeks ahead.
Development and modding home
As mentioned in my post, the next release will be the preview version of v0. I took a few days off after releasing v0. Plan for v0. I'm planning on getting this done within the two weeks after v0. Thank you all for your feedback and bug reports in the comments. I'll make another post during this next week to let you know how things are progressing, so I'll see you again then! Sorry about how long it's taken me to get this hotfix out; although the two major bugs were quickly fixed perk trees and slave jobs not workingI wanted liliths throne save editing try and get all of the reported issues in v0.
I'm pretty sure that I've caught all but maybe one or two small bugs, so this hotfix should be a lot more playable than v0. Anyway, beside fixing bugs, I've also re-enabled the ability to start Axel's quest the dreaded Rat Warrens questas most of the content for it has now been finished.
As part of the Rat Warrens content, I've included the game's first 'bad end'. I'm only planning on adding these into the game where I think that it would make no narrative sense for your character to escape from a situation.