Tuesday, August 12, 2014

patch 0.98b.p1

New patch, fixes anoter bug that cause symptoms similar with the symptoms of the bug fixed in previous patch (worker list), and another issue with the "Continue" button - this time with showing it where is not need to be shown. :)

http://www.mediafire.com/download/xiacqpczd82b7b9/patch_0_98b_p1.zip

Monday, August 11, 2014

Patch 0.98a.p1

What fixed:

- "Continue" button do not showing in the some situations when it's should.
- Game engine generating script errors, if in the scripts proxy moved from the active workers list last position to the returners list. (Really deep in the code issue here, big thanks to all reporters).
- Sometime proxy do not show up after passing time if used only "Next Day" button, but after pressing "Next Hour" they come up instantly. Fixed. (Partially related to previous bug too).
- Minor error in the script - misspelling HeShe in one place.

http://www.mediafire.com/download/zu8g8qf4tzhf8ii/patch_0_98a_p1.zip

Monday, August 4, 2014

Version 0.98 is finally here!



Before all: 0.98 should be mainly a content release, but I encountered unavoidable bug in the game engine scripting support as I begin adding "Artificial Life" emulation. So it's turn out as a major code refactoring release. But some of new content added too. And of cause modders do a release of their big work meantime. I think it's a great present to all. We need to thank them for the hard work.


What new.

In game engine:

- 3/4 of the scripting support code is rewritten, to radically fix errors in the background scripts execution. Problems with children not growing properly under Daria's blessing goes here too. The same with corrupted values (not matching supposed to be from the templates) in the genes in the agency characters after many repeating "Next day" clicks.

- Added new and updated old caching mechanic. Script's processing must be up to 3-5 times faster, and GUI at the "management" tab should be much more responsible now if "Next day" clicked repeatedly.

- Added construction for testing if specific character has contract with player:
boolean status.hasContract(character);

Sample of use:

if (status.hasContract(proxy))
{ ... }

- Arousal mechanic changed. Now arousal will go down as time pass. So basically exist some "normal" for character level of arousal based on the generic.libido stat, and arousal tends to return to this value. It's non linear - very high arousal not lasts long. This way it will be more realistic. Old variant been just a direct copy from the CoC but in our case there is no such thing as daemon corruption in the world.  :) And arousal has another purpose in the game mechanic already.

In game content:

- In the Kau village you can meet natives, talk to them, seduce, and even convince to conclude contrast for working as proxies. This is also prototype for the "AL" system for the other locations. Themes for talking is rather small in numbers so far. But it's very easy to add them. I just not have inspiration - it all taken by the scripting engine rewrite. :)

- Pregnancy of female or futa NPC from the proxy father will cause some aftereffects later. :)

- Many minor fixes and updates (I even can't remember them all now).

Saved games should be compatible. But some old character from old versions can function not fully right.

Mod's from previous versions should work normally, but can break some new features. I will do  integration of them to the core content as the content patches. With authors permission.

(As experiment - without tinyurl service)
pass: fmaster