Well, its been a rough ride because the holiday season rush at work and dealing with hosting Lilly’s mother among other things and everything is madness but bleck, its over and here we go, I finally got an update out for once. haha. Its not as much as the amount of time that has past would imply but it was more than I’ve done in a while.

I’m still caught up with some matters right now, so I’ll keep this brief and to the point. You’ll find a new region, a handful of simple events, new effects and a few surprises among the other general bug fixes and adjustments. Going forward I want to wrap up some junk that got left out or under developed and start seeing if I can make some progress on a test NPC or something of the like.

Given how late this update is coming out I probably won’t have anything ready for Sunday, but I’ll be tinkering when I can. As per usual, I’ll try to be around to answer comments and emails, but if you want a more immediate check in, you can find us over on our discord.

 


Tainted Elysium Update [0.2.2A]

Change-Log

Debug Command List (a little bit outdated)

From [0.2.1F] Patch 1 to [0.2.2A] (12/07/17)

  • [0.2.2A] (12/07/17)

  1. x Fixed an issue where stress and sanity messages would sometimes not line break

  2. x Fixed an error that was causing stretch marks to hardly ever progress even when the character instantly changed waist size to a massive degree. Stretch-mark formation should actually work now (can be disabled in realism settings)

  3. ^ Pneumata fungal infections now lose population upon a GI bursting point to reduce the chance of the “forever bursting” state that occurs when gas production rates produce faster than capacity can recover. The amount of population lost scales with capacity

  4. ^ Pneumata infections now have a random chance to be removed completely during a bursting event under some conditions

  5. + Added message text to Pneumata related bursting and modified some of the existing text

  6. ^ Fluid reduction rate has been doubled to mirror very slightly more realistic fluid retention mechanics

  7. ^ Stretch-mark recovery speed as been adjusted and rebound time (how long it takes for skin to adjust to new sizes) has been drastically decreased (1 inch per 2160 minutes to 1 inch per 1080 plus a scaling factor). This should mean large aggressive changes will cause faster formation but over a shorter amount of time while small changes will cause slower formation over a longer time

  8. ^ fat gain, hormones and other factors now effect stretch-mark growth slightly more than before and fullness slightly less unless far over the normal size

  9. + Added regional map images to the fertile fields and lake lyr

  10. + Region map images now display randomized location during rng events instead of just showing static

  11. ^ Effect removal messages are now display effect symbols for ease of read

  12. + Added new effects 16 (calorie surge) adds calories over time

  13. + Added new effect #17 (caffeine) causes fatigue resistance, stamina recovery, fluid reduction and stress accumulation

  14. + Added new effect #26 (Pain) causes stamina drain, slowed stamina recovery, slowed movement speed and causes stress build up

  15. ^ Updated Mystery potion to include the new effects

  16. ^ Effect messages now have a color correlating to their effect type (injury, poison, buff, drug, etc)

  17. ^ Updated credits list with current donors and a few other adjustments

  18. + Added Event RWF_E10 (Risky Bridge). Randomized ravines and bridges will appear in the forest, the bridges will come in a variety of lengths and strengths and will react to the players weight. If the player is too heavy the bridge can break and drop the player into a new zone below

  19. + Added new region Erebus. A subterranean creepy cave like maze of ruined halls inside the ship’s interior. Can be reached by falling off the bridge in event RWF_E10 or by warping with debug command “goto 6.2.0”

  20. + Added Event ER_EX# (Light in the tunnels) a super simple event that allows the player to follow a mysterious light in the dark of erebus, usually leads to the outside but a few other outcomes are possible

  21. + Added Event ER_E1 (Mysterious case), in Erebus the player will be able to find a treasure chest full of random goods, some otherwise unobtainable, has the chance to be empty, full of money or trapped with a special surprise

  22. + Added effect #18 (mimic mucus) a gooey substance that saps the player of strength, slows them down and lessens their ability to stay mobile under their own body weight

  23. ^ RWF_E9 is now UNI_E9 as it’ll be a universal event that appears in a handful of locations. Currently it’ll appear in Rosewood and Erebus with slight differences between them

  24. ^ Greatly improved how weighted randomness works in the game, this should result in more naturalized outcomes in anything that utilized weighted randoms

  25. + Added locomotive variance. Most scenes that use the words walk,walks or walking will now have variable equivalent words. These will also change according to mobility and body forms (waddling, etc)

  26. + Added a new effect mechanic, effects that once removed reset the modified stats and scale down their effect as time passes. Some previously similar effects have now been adjust to avoid the “effect removed but stats are still recovering for some reason” thing

  27. x Fixed an issue with effect #6 (insatiable hunger) & effect #8 (nausea immunity), sometimes being permanent and its other effects not actually functioning under some conditions.

  28. ^ Effect #6 (insatiable hunger) now has a vastly increased digestion rate effect that scales with effect magnitude

  29. ^ Sugar sickness calculations have been reworked and should no longer be quite so impossible to obtain but should still be far less of a problem than it was in its earlier implementation

  30. x Fixed an issue with male characters being unable to complete the transition into female under hormones do to a vaginal requirement for certain change checks (it was mismarked and required an extra vagina, not a reformed one) and because the penis seemed to refuse to shrink under certain conditions

  31. ^ Added variance to scene descriptions of basic ship locations

  32. + Added in sun/moon statuses to certain area descriptions for better immersion

  33. + Added a new realism setting “Skin Realism”. This toggles skin aging, tanning, tan loss and stretch-mark formation. This was all previously under naturalism, which will now only effect water retention, bloating and gas

  1. x Fixed Shape Change potions sometimes applying the wrong shape due to running its randomizer it two separate portions

  2. + Added strawberry shaped to the shapechange potion to keep things consitent

5 Comments

  1. Clockwork

    Over the chaotic and hectic Christmas fueled hell-hole that is December, could you possibly take some time to update the debug commands list?

  2. Danget

    Woot, new area. Very excited.

    Good luck with the rest of Christmas.

  3. Bellylover13

    Any word when clothing will be added. I can wait for my player to burst out of them

  4. madmotorcyclist

    There seems to be a random bug where the buttons for commanding disappear and the game cannot continue. This happens at different locations (last time for me occurred while “collecting honey”). It seems the program drops out of the command loop and there is no way to continue. This problem has occurred in all versions of the game for several releases. If the bug can’t be found, I suggest you add a debug command to reset the command loop process and restore the commanding buttons.

  5. kneggis

    You sure have been busy!
    Great work!

Comments are closed.