Showing posts with label oh no where did the time go. Show all posts
Showing posts with label oh no where did the time go. Show all posts

Sunday, 22 October 2017

Version 0.1.87 Release

I've updated the download links with a hotfixed version (0.1.87.1). The patch notes are at the bottom of this post.

Hello everyone! :3

First of all, I'm sorry for the one-day delay, and for running a little late with this release time. As I said in the previous post, I had some personal matters that took up a lot of my time this week, so I didn't manage to get as much done as I'd hoped... :(

That being said, I did (finally) manage to get all of the slavery mechanics finished in the engine. I didn't quite have enough time to write in all the events and interactions that I wanted, so I'll be finishing those off next week, along with starting work on the planned sex and TF content.

Due to the limited amount of time I had available this week, I didn't get any time in which to do proper bug-testing, so it's very likely that I'll have to make a hotfix for early next week.


Download links for the .jar version:

Pre-zipped: Mega

(Removed Google Drive link due to lack of storage space. If you'd like a copy of this version, and the Mega link isn't working, please contact me! :3)


.exe version (Please use this if you are on Windows and have not installed/updated java!):

Pre-zipped: Mega

(Removed Google Drive link due to lack of storage space. If you'd like a copy of this version, and the Mega link isn't working, please contact me! :3)


This is still an early alpha, and will most likely contain bugs and half-finished content!



Version 0.1.87 patch notes:


  • Slavery:
    • Finished: All basic slavery mechanics. I'll expand the slavery content over the course of the game's development to add in more jobs/permissions/events, but all of the core slavery mechanics that I had planned are now in the engine.
      Added: Slavery event loop. The game calculates a slave's income, affection & obedience changes, location (based on job), and all other slavery-related information every in-game hour.
      Added: Slavery events. The game now has a chance to generate an event for each of your slaves every hour. Events take into account what other NPCs the slave has access to, as well as what permissions & job settings are enabled.
      Added: Jobs. You can assign your slaves to perform different jobs (9 at the moment), some of which have special setting that influence random events that occur while they're working.
      Added: Permissions. You can now assign permissions to your slaves, which influence random events that occur while they're working/idle.
      Improved slave management UI.
      Removed caps for room upgrades' obedience and affection changes.
  • UI:
    • Slightly improved layout at higher resolutions.
  • Other:
    • Buffed rainbow gloves and stockings.
      Added safety goggles spawning in Lilaya's lab. (These have been in the game files for some time, but I forgot to add them in...)
      Refined some of the named NPC's body types.
      Added option to set the amount of NPCs spawning with the 'transformer' fetish.
      'Forced TF racial limits' in the furry setting should now be working. (I didn't have time to test, so it may be a little buggy. ;_;)
      NPCs will now try to forcibly transform you even if they aren't already attracted to you.
      Candi and Brandi now wear stiletto heels.
      Lactating nipples should now start sex pre-lubricated with milk.
  • Bugs:
    • Fixed a cause of a UI display bug in the furry preferences screen.
      Fixed slave collar not sealing/jinxing itself onto slaves when equipped.
      Fixed the 'Rest until Morning' action in your room sometimes causing you to sleep until the next day (for a 24 hr+ rest).
      Fixed skewed prices of essence vials.
      Fixed several of the racial lore books being unable to be sold.
      Fixed imported slaves obtaining randomly assigned fetishes.
      Imported slaves are now added to your contacts list.
      Fixed bug where items in your wardrobe during character creation could be found on the map after game start.
      Imported characters should no longer start with most of their combat stats drained.
      Fixed bug where removing tongue modifiers using potions would add them instead.
      Fixed bug where imported characters were starting with incorrect orifice modifiers.
      Minor breast-size detection fix.
      Lilaya's skin colour should now correctly be the same as your starting skin colour.
      Inconsistent dialogue fixes in the prologue.
      Fixed 'Spit' and 'Swallow' options always appearing after a fight (even when the NPC didn't have the 'giving TF' fetish).


    Version 0.1.87.1 Hotfix patch notes:

  • Other:
    • Added the same placeholder dialogue for slaves in each of their work locations (excluding Lilaya's lab).
  • Bugs:
    • Fixed bug where you couldn't interact with slaves in their room.
      Fixed NPC icons showing up in random places on the map.
      Fixed imported slaves having the dog bite special attack.
      Fixed UI bug where attribute bars would just be showing grey bars.
      Fixed some strange behaviour with room upgrades.
      Fixed old character import compatibility issues. (You should be able to properly import your v0.1.86 characters now.)
      Fixed numerous issues with trading slaves through Alexa's shop.

    P.S. I'll definitely respond to everyone tomorrow! :3

    Saturday, 19 August 2017

    Version 0.1.83 delayed until next Friday (25th)

    I'm so sorry to have to give you more bad news, but I'm going to have to delay the release until next Friday. ;_;

    The next release date is: Friday 25th August

    I'm sorry! ;_;

    I tried my absolute best to get this save-game compatibility work done in time, but I didn't manage it. I'm going to go into detail about what happened this week, to try and explain what led to the week-long delay.

    TL;DR The code won't compile, as I still have just under 300 errors to fix, and it will take me about 4 more days to fix.


    What happened



    The cause

    In three words; save game compatibility.

    In more words; the way I'm saving games at the moment is by utilising Java's 'Serializable' interface. Basically, I can save all of the game's data (NPCs, items, clothing, maps, etc.) by making each of those pieces of data implement this 'Serializable' interface. This allows Java to save those pieces of data, then reload them at a later time, thus allowing for games to be saved and loaded in their entirety.

    The problem with this is that if I introduce a new piece of data (like a new piece of clothing, a new map, a new NPC, etc.), then all previously saved games become incompatible. This is obviously far from ideal, so, as most of you are probably aware, I was trying to create a new way to save games for this version.

    As a solution, I've decided to try and make a framework that will enable me to save all of the game's data into an XML format. By using this framework, I'll then be able to put in checks and default values for any new piece of data I add in the future, therefore allowing me to make all games saved in that format compatible with any future additions I make.


    The start of the problem

    I started work on the save-game compatibility on Tuesday, optimistically thinking that it would take two full days to implement. While saving maps and items was simple enough, I ran into a problem when I was implementing saves for character's bodies.

    Put simply, only the basic transformations have been added into the game so far, and as I was writing the framework to save bodies, I realised that, once I added the planned transformations, I'd have to come back and rewrite a lot of the code later on. While this would be achievable, it would effectively make all the work I was planing on doing for body-saves to become obsolete in the very-near future.

    Realising this, and wanting to cut out the work of having to come back and rewrite everything later on, I then made the big mistake of deciding to 'quickly implement' the framework for all of the planned transformations.


    Things break, badly

    Optimistic, Tuesday-Innoxia went; "This will take all of today, but I'll still have three days in which to finish the save-compatibility work and add in the cowgirl position, along with some other minor things I have to finish".

    By the end of Wednesday, I'd realised what a huge mistake I'd made. The transformation and body part code turned out to be an ancient, forgotten mess that I'd written when I first started creating Liltih's Throne over a year ago (scroll through the GameCharacter class on github and you'll understand how bad it is). The amount of errors that I ended up creating while 'fixing' this code (to enable me to add the planned transformations) quickly climbed to over 400.

    At this point I was still (foolishly, and yet-again over-optimistically) convinced that I could fix things in time for Friday.


    Panic

    I woke up on Thursday convinced that I could get the reworked transformation code finished by the end of the day.

    As midnight struck, and the amount of errors in the code was steadily hovering at about 300, I finally started to understand that I had a problem. I should have realised on Tuesday evening that this was a task that would take at least a week to implement, but instead I only started to realise this with less than 24 hours until the release.

    Panicking, I made the post that you see before this one; the 'one-day delay' post. Now, on Friday evening (as I'm writing this post), I realise that I should have stopped, taken some time to really think about how long this mess will take to fix, then made a more accurate post instead.


    The current state of the code

    Half of the transformation code has been reworked and fixed, but the other half is still all errors. I'm working as hard as I can to get this fixed, but it's not going to be ready for tomorrow. Realistically, it will take another 4 days to fix, so I'm going to have to delay tomorrow's release until next week.

    I'm really, really sorry that I'm not able to put out a release this week, but the game will not compile into a runnable version until I've fixed this mess. I promise that this won't happen again, and if I ever need to do a big rework (which I shouldn't, this was the last big thing I had left to fix in the engine), I'll start it in a separate fork on github so that I'm still able to put out a public release that week.

    So, as a result of all this, the release is delayed until: Friday 25th August

    I'm really sorry. ;_;

    Friday, 10 February 2017

    Update taking a while to finish...

    This is just a quick post to say that version 0.1.65 is currently in a very rough state. I'm trying to fix some of the more broken parts of it right now, so the release will most likely be delayed for another few hours. Realistically, I expect it to take at least another six hours before I've got it in a state ready for release...

    The reason for this is that I've ended up doing some quite significant engine changes this week, so a lot of the content (mostly sex scenes) requires a lot of fixing.

    EDIT (23:36 GMT): Although it's still going to be a bit rough, I'm close to getting the big bugs fixed. Maybe another hour or so...

    EDIT (00:39 GMT): Yet another hour or so...

    EDIT (01:13 GMT): Ok, I'm writing the patch notes and packaging it a a .jar now...