Tuesday, January 20, 2015

Patch 0.985c.p5

http://www.mediafire.com/download/68akdn12dbbe5hl/patch_0_985c_p5.zip

- Fixed potential freezes on cases of intensive ovulations (like hyperbreder genome cause).
- Fixed anal sex "cum inside" option (random swithcing with vaginal).
- Fix/change - fast travel to fetish cafe/hot lips. Now character will go only on Red Light District, not inside.
- Fix for hyperbreeder related organ.
- Added night picture to the player base at night (for tesing next feature).
- Added ability to "merge" walk mode events, similar as templates can be merged through IncludeAll function.
- Added experimental feature - now genetic support "grouping" of the genes. Details:

if you add in the genome gene with name "group.something" ("group" - is a key part of the name) then at the time of processing this genome to cheate child game will see text value field and take all genes mentioned in it only from one parent. They will become "linked". Genes names should be separated with "&".  Example:

Gene name:  group.figure
Text Value: generic.chest&generic.waist&generic.hips

Now, if this gene will be encountered at creating child, resulted genome will has these three genes taken from single parent. What parent will be used, it's calculated on the base of paramenters "sex traits" and "gene force" of all genes in group. These paramenters of grouping gene itself not used. Grouping will work even if grouping gene is not set as active, but child will have this gene as legacy, so grouping will be used for his/her future children too.

63 comments:

  1. Currently the DNA manipulation scripts are broken. After visiting and attempting to do them with debug to unlock modules and skip start, they do not work.

    ReplyDelete
    Replies
    1. Scratch that, it's only the Regeneration gene manipulation that does it as far as I know yet.

      Delete
  2. The balls mod is no longer working in this release. The one that allowed bloating venom to affect males and increase their size over time.

    ReplyDelete
    Replies
    1. Bloat venom after integration not worked the same way as in the original mod. Too extreme effects. So it's changed to be more reasonable.

      Delete
    2. Must be really really small changes, I wasn't able to see a difference after a few hours of playing.

      Delete
    3. Bloat venom effect is complex. It's affect:

      Balls size and production rate temporary. (Size is slightly, somtimes it can be even not seen through description). Also arousal go up.
      If proxy has orgasm while affected - venom breaks into toxin.
      toxin affect pouch of futa's (Cause growth).

      Delete
  3. http://www.mediafire.com/download/6vlydqe1xqq74un/0_985c_p5+events+spellcheck.rar
    Spellchecked and rephrased when neccessary everything in events folder(didn't mess with the code except for what is mentioned below) before I start playing with the code. Will check templates later.
    Didn't correct romuls dialogue much. Adds character.

    Lick breasts skill was checking generic.kiss when determining action description but was adding skill.oral. Made description check for skill.oral instead(lick_skill1.walk, lick_skill2.walk).
    Added additional description for lick pussy for higher oral skill(lick1.walk).
    Changed take_swim.walk and other swim events to add skill.swim instead of generic.swim.

    Changed templates\cview\groin_combo.tpl into groin_combo_t1 and groin_combo_t2(for type 1 futa and type 2(no balls)). Might be best to delete groin_combo so there is no conflict.
    templates\c_od\hips.tpl - changed medium to average

    Weird shit I noticed while going over it:
    belanika_quest_2.walk, belanika_quest_2_1.walk and milker_look_crystals.walk are identical except for event conditions?
    city/hospital/research_look_felis.walk, city/hospital/felis/found.walk and city/hospital/felis/intro.walk same as above.

    Genki pregnancy implants are unbalanced. reg_implant_normal.walk has much higher max capacity than preg_gimplant_big, medium and small.
    mod_gene_reset.walk has same text as mod_gene_domination.walk. Can be confusing.
    library.walk is made unnecessary by library1.walk. Neither have conditions and library1 has higher priority. Same with p_training.walk.
    base/ass_play/horse_dildo_fe,fu,ma are are basically the same except for the scene picture and gender triggers. Same with enema.

    I playtested it for a bit and nothing seems to be broken.

    I give permission to use/alter/whatever the files in the archive(just in case permission is needed).

    Speaking of permissions under what terms did makers of FMmod_V2 and belly patch mod release them? I'm curious to try integrating them into the main game.

    ReplyDelete
    Replies
    1. R, You done very good work! I will use your spellchecking and I like to add you to the credits in game. Do you like to be netioned as R in credits, or like to use another nick?

      Also there is trick for situation like you encountered - "some files needs to be deleted". As it's not possible through patch, and we can't really rely on the all players to it by themselves without errors. So, in such cases we can simply change "conditions" of unwanted events and templates to the "false;". In this case they be never shown, and do not affect gameplay anymore. And then, such files can be fully removed in the next full release later.

      Delete
    2. >belanika_quest_2.walk, belanika_quest_2_1.walk and milker_look_crystals.walk are identical except for event conditions?
      No, event 2_1 used if crystal already taken from milker by another proxy.

      Belanika milker quest written long ago, it my first attempt of complex events that recognize different characters used by player.

      Delete
    3. Also - events written by me usually recognize different character.

      By game lore not much peoples aware of exsistence of the "proxy device" so they do no know about player, an treat each worker as completly different persons. Though it's not secret, it's just magitech technology on experimental stage.

      Excludes now (might be spoilers!):

      Daria - she is goddess-like being and just feel thing as is.
      Kiana - seeth, she feel link between worker and player (but not udrestand it initially).
      Dr.Todd - he just know about device, may be hear something about this research?
      Neferi - she suspect something, (being quateron-demoness she has some magical sense) but she not interested to find out and play along.
      Dr.Genki - Also know (like Todd), but not interested. He is egocentrist and not interested in anything other then himself and his own research.

      All other characters should react on different workers as on completely different persons, not knowing that they are linked somehow.

      Delete
    4. >Genki pregnancy implants are unbalanced. reg_implant_normal.walk has much higher max capacity than preg_gimplant_big, medium and small.

      This is normal - growing implants of this size can do quickly to much damage uncontrolled (and cause quick proxy loss). They are should be safe products. So they should not surpass safe that is safe for almost all. Normal implant is filling only as needed, and potential damage can be controlled.

      (Spoiler: growing implant main target - size difference focused personal service, for normal implant - preg striptease.)

      > library.walk is made unnecessary by library1.walk.
      Artefact from mods integration, will be removed. Thanks.

      >base/ass_play/horse_dildo_fe,fu,ma are are basically the same except for the scene picture and gender triggers. Same with enema.

      Different images shown. Not most effective code, but it's not my own. And this way it may be simplier for author.

      Delete
    5. I'm the guy who made the belly mod. As far as i know there isn't any terms for making a mod for the game though H.Coder himself would have to respond to that. I just made the thing and posted it here.

      As for integrating it; right now I'm working on upgrading it. I'm revisiting some of the stuff i already did (in casual talk) to make it a bit more modular. after that I'm going to port it to the newest version.

      Delete
    6. Mediafire link
      Changelog:
      Went over templates and items.
      Bloatberry description mentions them being found in forest when they are actually found on beach. Fixed description.

      Weirdness:
      daria_show_preg.tpl uses status.isPregnant(proxy); for trigger, but afaik that one only checks if proxy appears pregnant and not whether she actually is. Daria, as a fertility godess should know better.

      I see that blowjobs don't have spit/swallow option and no mass is added to proxy. It might be just me not understanding the code, but is proxy digesting semen with her uterus?

      Nitpicking:
      event already exists! Rewrite? (should be overwrite).
      Event editor, Template editor - text boxes Event name(on button) and event UID don't clear when loading new file into editor(doesn't actually affect anything as far as I can see).
      Templates Editor - Backgroung picture

      Bugs found:
      Sometimes time advances even though event time is set to 0.
      Sometimes events are not updated/calculated when clicking on Next Day button in management(day still advances).
      First time you talk to kiana if its not a proxy with romul quest flag, the option becomes unavailable for all proxies? Wasn't able to reproduce this one.

      By the way H.Coder, you might want to back up anything important on your blog, considering what happened to Atticus.

      Delete
    7. >daria_show_preg.tpl uses status.isPregnant(proxy); for trigger, but afaik that one only checks if proxy appears pregnant and not whether she actually is. Daria, as a fertility godess should know better.

      status.isPrgnant do check exactly about pregnancy, even if it not show. To check just appearance used another construction: status.isLookedPregnant(proxy)
      So Daria IS know better. :)

      >I see that blowjobs don't have spit/swallow option and no mass is added to proxy. It might be just me not understanding the code, but is proxy digesting semen with her uterus?

      Character can has some semen in the uterus for some time - it's just leak out slowly or faster. Blowjob swallow option - I have plan to add semen as food in this case. :) But still not in game yet.

      >Event editor, Template editor - text boxes Event name(on button) and event UID don't clear when loading new file into editor(doesn't actually affect anything as far as I can see).

      This is feature - to save time trough event addinig - copy/paste from this fields.

      > Sometimes time advances even though event time is set to 0.

      Not a bug. Time advance if player go through several 0 hours events.

      > By the way H.Coder, you might want to back up anything important on your blog, considering what happened to Atticus.

      Well, I don't store anything critical in the blog only. All mods that posted here I downloading too, and store them. So if something bad happens - I can just create a new blog. It's easier than challenge with google robots. :) If this will be needed - I will post link in forums - futanari palace, fenoxo, inflatechan, etc.

      Delete
    8. Awesome work - I finished reviewing second patch. Just few notices:

      - In the items scripts, you cant use SimpleTags, they will work wrong (if work at all). So I corrected Horse Vigor Cream.

      - In the one of the casual talks, about old cities you change "mechanisms" to "automatons" - I changed it back as "mechanisms" has more wide range of meaning. And it's what meant by the game lore. For example, someone who go in such zone can ecounter live car, wandering coffe machine, or just talking toster :) This is not so common though. :)

      - Found several templates files in the "sea" folder that shoud be in the "seafront".

      Delete
    9. I copied altered files manually, guess I got mixed up a bit.

      So SimpleTags work only in text fields? Because I remember using them in text fields for a couple items.

      Delete
  4. What do i need for watermelon special body modification? I have 50 bottled PC's breastmilk, but my PC still keeps saying "not now"? Also, i saw in the img folder that you can have a lab in your base? How do i get that? This game really needs a wiki.

    ReplyDelete
    Replies
    1. You need 50L, not just 50 bottles. (One bottle - 0.5L)

      Delete
  5. Not sure if it's any sort of issue, but futa breeders appear to have two sets of balls & penis genes. The normal ones and the cymic44 breeder ones.

    ReplyDelete
    Replies
    1. O_O'''

      You are scared me first. :) Not the "futa breeders" - just template for them. :) It's wery different thing, as dublicates in templates it's not issue. In the template you can include several dna files with will be ovewriting more older variants. So if you creating new specific character type not need to check - exist some gene that you like to change or not. You can just add file with new wariant of this gene to the end of list and it will be used in all cases.

      But you give me Idea - I forget to add "Up" and "Down" buttons to be able to sort this list freely.

      Delete
  6. I noticed in the description of the event when you climax while afffected by bloat venom, it talks about the Proxy's penis size increasing, however I looked at the sript and didn't notice anything about that what to ever, is this something that was overlooked?

    ReplyDelete
    Replies
    1. It's error in event text - penis size not affectred, only balls. I skipped this.

      Delete
  7. The use of flag base_uterus_scanner throws an error because base_uterus_scanner is not set to a value, I suspect. Note: I discovered when running with a save world file prior to applying this latest patch. I removed references to base_uterus_scanner in the inspect_womb files under events/base and it fixed the issue and now the Physical Training room works.

    ReplyDelete
    Replies
    1. Using unset flag can't throw errors - it's how engine designed. If script call unset flag, as return it get 0 or "" (if it's a text flag).

      It's can be something that side-related to flag, but not checking flag itself. session_error.log file will be most helpfull here to detect real problem.

      Delete
    2. It's actually a typo in the code causing it, there's a closed parenthesis after one of the inspect wombs calls a flag, I can't remember the number off the top of my head though.

      Delete
  8. Would there be a way to create an item that, when used, permanently increase a stat ?
    I'm trying to figure out a way, but I can't... for the LIFE of me!... manage to find how to do it, or code it, or whatever-editor-thingy...

    Any help with that ?
    It's half for testing a few things, and half for a few fun things.

    ReplyDelete
    Replies
    1. If you asking about stats that revert itself through time, like STR, then just use effect mechanic - effects can be permanent. In the item "use" script:

      self.addEffect("generic.str", "item_effect_name", 5);

      This will add permanent effect that will raise STR on 5 points. Using sereral such items will add stacking effects. Or if you don't need stacking, and need to single time effect:

      self.updateEffect("generic.str", "item_effect_name", 5);

      This way effect will be added only if it not already present. If it is, then just value of effect is changed (or in such case - not changed as it will match already present value).

      Delete
    2. Is there a way to Equip/Unequip Items...like swords, armor? I am looking at expanding the combat system, but need to be able to equip items to make it work. The above looks interesting for creating an item that adds to a stat...I guess the equip would be a flag....

      Would this work for equiping/unequiping weapons/armor???

      MACE
      Conditions
      HasMoney(GetFlag("money_for_weapon")+800);

      Event text. Scripts.
      sysprint(iv);
      //equip new weapon, if selected
      if (iv > 0)
      {
      sysprint(999);
      proxy.addEffect("weapon.size", "weapon_equip", id);
      proxy.addEffect("weapon.type", " weapon_equip ", 0-(iv/15));
      proxy.addEffect("weapon.weight", " weapon_equip ", iv);
      proxy.doAction("weapon_recalc");
      }

      SetFlag("last_weapon_equiped", 1);
      self.addStat("generic.tiredness", 5);
      self.updateEffect("generic.str", "mace", 10);
      self.doAction("equip");
      "";


      Unequip

      <%
      SetFlag("money_for_weapon", 0);
      "";%>


      Weapons and Armor will be treated as an Organ with DNA

      Weapon DNA
      Weapon.size
      Weapon.weight
      Weapon.length
      Weapon.type
      Weapon.exists

      Delete
    3. Unequip

      <% SetFlag("last_weapon_equiped", -1);
      SetFlag("money_for_weapon", 0);
      "";%>

      Delete
    4. Game engine not have native support for the equiped items so far. I just don't come up with good concept, and I don't like to implement something badly designed in the hardcoded code.

      Maybe best way to create equipment items for now - it's to use organs mechanic. Like this: item object on use will load specifed "organ" object that will represent equiped item. And on unequipment will remove itself and add back item into the character inventory. Can be done pretty easily.

      "Organs" actually has mostly the same possibilites that equipment items needed. They can react to the specific signals, and can affect character every hour.

      Delete
    5. Below are some thoughts / ideas for a revised
      FM Combat System. Just thought I should go ahead and post these...if I don't continue on this maybe someone else will be inspired to work on it. ;)

      Attacks
      Slash
      Bash
      Peirce

      Defense
      Dodge
      Block
      Parry

      Specials

      ----------------------

      Items
      Weapon_Slash_LongSword
      Weapon_Peirce_LongBow
      Weapon_Peirce_Dagger
      Weapon_Bash_Mace
      Weapon_Bash_Staff
      Weapon_Bash_Fist (This is the default)

      Armor_Dodge_Light_Leather
      Armor_Dodge_Light_ChainBikini
      Armor_Block_Shield
      Armor_Parry_OffHandedDagger

      Magic Spells (treat all spells as Specials?? See below)
      Spell_Slash_EnergyWhip
      Spell_Bash_RockFist
      Spell_Peirce_LightRay
      Spell_Dodge_Blink , lasts 4 rounds
      Spell_Block_ForceField , lasts 8 rounds
      Spell_Parry_DancingWisps , lasts 5 rounds

      Healing
      Potion_MinorHeal
      Spell_MinorHeal

      ---------------------

      Special Training / Attacks
      ***Also thinking about giving specials Ranks that directly reflect how powerful the skill is.
      Novice / Adept / Master Ranks***

      ShieldSlam_Bash_Shield
      QuickStrike_Peirce_Dagger
      StrongStrike_Slash_LongSword
      Defensive_Stance
      Balanced_Stance
      Aggressive_Stance
      Martial_Arts_Fist
      Martial_Arts_Weapon

      Delete
  9. Something that saddens and REALLY annoys me, that I found out too late, is the fact that the Quest for the girl at the Coffee shop is TIMED!? ...while NO other ''quests'' are...
    Now, the location is inaccessible and 'Out of Business', which is poop, honestly.

    Why is 'THAT' one timed, while no others are (badly) limited like that ?
    Personally, I strongly... STRONGLY... recommend to remove this illogical 'timer' there.
    If only I could find a way to undo this dumb closure of the Coffee Shop. -_-

    ReplyDelete
    Replies
    1. It's quest not written by me (I don't like timed quest either).

      But to avoiding of cafe closing you must finish only first part - get recipe from the library. No other part of this (and other) quests hes something like that.

      Reopening cafe - maybe I will add this.

      Delete
    2. So... you don't have the ''rights'' to alter that one quest ? Huhhh..?
      But me, or anyone else on the entirety on the World Wide Web can just pop open the editor and try to change it ?

      Who made that one anyway ? Maybe a few people could persuade that person to ''do the right thing'', yes ?

      Delete
    3. Also, if I must... I will try to find a way to reset it, even if I have to brute force it. -_-

      Delete
    4. No, I have rights to change it, but I don't see easy way to change it and not broke sense of this questline. Vicky is becoming upset at the real threat of the closing this cafe without enough clients. It's will be illogical if this situation will extend infinite time. Most easy way so far - to write something about reopening. But it still some work as we need some place to meet Vicky again, and some texts about persuading her.

      Delete
  10. Im trying to work in new contracts to the game, but I'm finding a gap in how to actually have them assigned. Is this code something more java based? Or have I missed some key line needed in agency_update.tpl...
    For instance, I wanted to work other races into the random character generator, with their own customized rulesets. I have those made already, but I've reached the point where the specificity of the coding is beyond me. I know that
    contract = agency.newStandardContract(c, (Integer) val*6);
    references something in the jar file itself, and my lack of a lightweight .class editor has left me at a wall.
    Is there a way to make this possible in the current version?

    ReplyDelete
    Replies
    1. I just found an answer to my own question in previous comments;
      http://fm-dev.blogspot.com/2015/01/version-0985-is-here-after-long-waiting.html about halfway down, one of your own comments.
      Thanks for answering my question before I even asked it. Awesome.

      Delete
  11. PLEASE BACK UP THIS BLOG!!!
    Not to go all 'the sky is falling' but I have noticed that a few other adult game blogs in BlogSpot have been taken down do to this cheep flag simply know as Other_abuse. A few other blogs were taken down to this flag and it's seems to happen to adult stuff more often, don't know what's going on but want to alert you to this possible censoring tactic going on.

    ReplyDelete
    Replies
    1. Well, blogspot do not has backup feature, so, it's need to be done manually... And I'm not sure that it is cost the trouble. As I said before - nohing really critical for me is here only.

      Delete
    2. Ups. I found it. :) Backup feature exists, so I done it.

      Delete
  12. This comment has been removed by the author.

    ReplyDelete
  13. Just wanted to warn that appears to be some fuckwad using the automated flagging system to take down a few adult game blogs.

    Make sure you get your stuff saved

    ReplyDelete
    Replies
    1. I don't store critical my stuff in the blog from beginnig. I don't feel as I "own" something that posted on free service, so I use it only as place to post things for public, not the place to store them for myself. So, I just can post them in something other place if something like this happens.

      Delete
  14. I have a problem with Proxy's.... even if I keep them happy and in shape, they eventually leave.... is there a way to prevent this by modding something?

    ReplyDelete
  15. This is property of the default contract. Through modding you can create custom contract without mood droping through time.

    ReplyDelete
    Replies
    1. I attempted that, but still had proxy's leaving anyhow.

      Delete
    2. Maybe I'm not modifying the right contract? Where is the default contract? Or if I make a new one, what do I have to change to set it as the default?

      Delete
    3. I found it in the Jar. Thanks.

      Delete
    4. ... wow this is complicated. -.-; I'm going to have a hard time figuring this out... the default is in the .jar and is compiled... I've no clue, time to try and learn.

      Delete
    5. You don't need to go in Jar file. Default contract is for compatibility and to avoid some issues.

      Advanced scripted contracts can be created in dev mode in the editor.

      But if you just like to just compensate mood loss, you can use another trick:

      val = self.getEffectValue("generic.mood", "contract_age");
      self.updateEffect("generic.mood", "contract_age_compensation", 0-val, 2);

      This code can be placed in the some scripted effect, and loaded into some gene.

      Delete
    6. Okay in dev mode I've seen the contract thing... but how do I get it to apply to new and existing proxy's?

      Delete
    7. system/agency_update is what you need to modify for specialized contracts. I've modded my game fairly extensively, but for this action I used mutually exclusive if statements to assign different contracts to new workers added to the agency.
      Assuming you have a contract already setup, and it's named custom_contract, you'll use this block. You can make the trigger essentially any stat check, for this check i'll be choosing one essentially arbitrarily.

      if (c.getStat("udder.size") >= c.getStat("breast.size"))
      //triggers when the new potential proxy has an udder larger than or equal to her tits
      {
      val += 5000;
      contract = LoadContract("custom_contract"); //loading from file
      contract.setValue((Integer) val*6); //setting up value of contract
      contract.setWorker(c); //Linking character with contract.
      agency.addContract(contract, (Integer)Calc.random(100)+24);
      }
      if (c.getStat("udder.size") < c.getStat("breast.size"))
      {
      val = Calc.PlusMinusXProcent (val, 10);

      contract = agency.newStandardContract(c, (Integer) val*6);

      agency.addContract(contract, (Integer)Calc.random(100)+24);

      t = (Integer)calc.random(24)+5;
      }


      If you compare this code to the existing already in the template, you can copypasta right over the original source of the contract assignment and it should work without a hitch. As for applying these contracts to existing proxies? That I cant help with. I haven't poked that particular hornet's nest yet.

      Delete
  16. If i may make a suggestion? Could you at some point move the calculations and actions for combat into the script? I think it would allow modders to create a ton of content around monsters and what not. I personally have a few ideas fo it as well

    ReplyDelete
    Replies
    1. Right now using calculation for combat that are in the code of the engine is not mandatory (they are strictly calculation, and don't do anythig with characters by themselves). It's just default version.
      Anyone can add his own variant's to the battle system, not using this default's at all. Even rewrite it completely or write alternative.

      Delete
    2. Oh, so i see. I Must have misread the template last time i looked. Never mind then haha!

      Delete
  17. I saw someone in another post asking if there was a place to discuss the game/mods. Well there isn't really besides here so i went ahead and created a subreddit for those interested. I have it linking back to the main site (which includes all the official mods of course.

    I actually managed to get a proper named subreddit as well; you can find it at http://www.reddit.com/r/fetishmaster/

    ReplyDelete
  18. Mod patch time!

    It's mostly a "bring up to the newest version patch" but it does contain some content.

    I remade the my casual talk files and made them modular rather than iterative. Now your proxy will want to grow other body parts depending on what body shot they got at the hospital(currently i have content for boobs and breasts...hips is to come ). This framework also doesn't have a max size. Hypothetically your proxy can want to get bigger as long as java and the game allows it

    http://www.mediafire.com/download/4epvts7itn7am27/Dohavocom's_content_patch(_for_FM_985cp5).zip

    ReplyDelete
  19. an issue with the fun house

    Getting client erect at the diamond hard nipple rating and then selecting any option asides from blowjob freezes the game

    these options work by themselves if the proxy is aroused enough but the "release" screen never comes up. Im running version 985 with patch c

    ReplyDelete
    Replies
    1. Something quite strange - nipples state can't affect anything other.

      Maybe you not patched game correcty. Anyway I plan to do a new full release soon, in it fun house working normally. I'm testing it right now.

      Delete