Описание:
Going Deeper is a single player erotic roguelike/management game. You take on the role of an Inquisitor, a divination mage serving the goddess of knowledge, who has been tasked with investigating the sudden appearance of a dungeon of unknown origin. On reaching the site, you find that a team of Knights from an allied faction is already there. Teaming up with the three female knights, you take on the duty of mission control.
Can you guide them to the bottom of a dungeon, or will they fall to the corruption it throws at them?
Год выпуска: 2022
Жанр: 2dcg, adventure, ahegao, big tits, corruption, fantasy, groping, humor, lesbian, management, masturbation, mind control, monster, monster girl, oral, rape, strategy, teasing, tentacles, turn based combat, voyeurism
Цензура: Отсутствует
Разработчик/Издатель: NRFB - www.patreon.com/NRFB_games
Платформа: PC/Windows/Linux
Тип издания: В разработке
Таблетка: Не требуется
Версия: Beta 1.5
Язык игры: Английский
Язык интерфейса: Английский
When moving between game versions, it is recommended that you finish (win or lose) your current run in the old version or simply start a new game in the new version. Metaprogression (KP, etc.) will carry over between versions, but data changes may cause errors if loading the save of an individual run into a different version than it was started.
Beta 1.5 2023-12-27
Content:
1 New Monster
1 New Trap
6 New Skills
1 New Curse
3 New Monster Status Effects
Added a button in camp (accessible when highlighting your tent) which displays many of the various numbers that are tracked over the course of a run. This is helpful for checking if an ally qualifies for a particular skill, etc.
Also increased the number of variables being tracked by a good amount.
Changes:
Fixed a bug where ally tokens were attempting to call a non-existent method at the end of any animation (this didn't break anything, but it might have looked scary if you were playing the game through a command prompt and got console output for some reason? Actually idk if this would output to console in the release version.)
Fixed a bug where ally tokens playing multiple animations too quickly could get stuck in a lewd expression if one of the animations was them getting sexed.
Fixed a bug where Sucker Punch interacting with certain other effects would crash the game.
Added buttons for next track and pausing music in the dungeon.
Fixed a bug where the "Deeper Curse Embracing" new game+ option was active for curses that were not embraced.
Corruption breaks now cause a small favorability loss
Added persistent particle effects for when an ally has Dodgy or Grace
Added the ability for Witch/Coraline chat messages to have different portraits (and added portraits for existing chats)
Fixed Coraline's "Good Faith Offer" event not checking the total value of tasks completed
Fixed Coraline's "Other Knights 3" event not being added to research notes after viewing
Fixed an issue where certain spells were not properly interacting with the Quality spell.
Affected Spells: Siphon, Contractor, Periodic.
Multiple Scry effects playing at once (such as through the Daybreak spell) should now only play 1 scry sound effect
Buffed Tallying to do 10% of max health as damage rather than 5%
Added particle effect to Siphon, Rebate, Itinerary
Fixed Gluttony's effect not matching its description (because the effect would happen AFTER the curse ranked up, it would apply the damage of the rank above what you would expect)
Changed the max rank of Gluttony because it's current max rank effect doesn't actually make any sense/do anything (it can't absorb another corruption wave)
Fixed Reflexive's associated status effect using Breakfast's icon and Primally Primed's particle effect
Fixed Mind Crystal's Mind Linked event not checking for multiple allies in the same room, only allies in adjacent rooms.
Also fixed the same event not applying shared senses to multiple allies in the same room, only allies in adjacent rooms.
Also also increased priority of this event so that the crystal will always pick this event if it is qualified for.
Debug Menu: Debug being enabled/disabled will be stored in your settings and will attempt to turn itself back on when the game loads if you have previously put in the correct password and checked the debug checkbox
Beta 1 - 2023-11-12
Content:
1 New Coraline scene
2 New camp scrying sex scenes
3 New Mantra status effects
6 New Skills
1 New Curse
4 New Spells
Many additional new game+ bonus/difficulty options
Changes:
Fixed a bug where double corruption waves were causing more temporary corruption gain than intended for allies that do not absorb the wave with a curse.
Fixed scripting in Get The Point causing it to not work properly.
Fixed the description text for all three Stockpile status effects (rather than just the Injury one).
Fixed Trance not reducing Willpower by half its base value.
Fixed several things about Suggestive:
Fixed rank 3 still being able to awaken allies from trance
Fixed ranks 2 and 3 not increasing trance duration
Fixed the compulsion not increasing (and thus not triggering) while the character has the curse at rank 3
Fixed the Perform Action button in the Ally desire manipulation window being enabled before an action was selected, allowing an attempt to do a null action.
Fixed Dissuade only working on some compulsion effects rather than all of them (this spell is implemented terribly aaaaaaa).
Specced In: Attack and Specced In: Disarm will now cause allies to default to not attempting to do the actions that they disable (disarming and attacking respectively), so that they don't get allies stuck in dark rooms.
End floor cutscenes will now be able to be prioritized rather than strictly random if multiple cutscenes were qualified for (previous behavior could lead to the first event where Coraline appears being missed).
Made the end floor loot window no longer display if it has nothing inside of it (if all chests opened on the floor were consumables/empty for example).
The information box drop down in camp will no longer prevent clicking on various buttons.
Added a button to change the currently playing music track in the dungeon and in camp (the camp one specifically being inside your own tent).
NG+: Double Corruption Waves no longer requires picking Faster Corruption Waves II
NG+: Corrupting Curses no longer requires Increased Dispel Cost II
NG+: Decreased the costs of Retain Spell II and III
Changed some things with Stealthy
Description changed a bit
Now has a tooltip explanation
Different ranks of the skill are now one status effect rather than two (easier to work with)
As a result, status effect stat bonuses/penalties can now be conditional on requirement dictionaries (may be useful for modding stuff)
"Stealth" tag changed to "Stealthy"
Changed Dodgy
Now takes effect when dodging a trap OR after gaining Stealthy
Rank 1 buff now stays until damage is taken from an event or Stealthy is lost
Rank 2 buff stays until damage is taken from an event
Removed from the requirements of several other skills
Tactical Retreat (now works off of Stealthy at rank 1), Rebound, Fleetest Feet
Changed some things with Grace
Main skill is now named "Graceful" rather than "Grace"
Now has a tooltip explanation
Now lost when taking Injury damage from any source rather than taking ANY kind of damage from an event.
Slam Dancer now prevents loss of Grace from taking Injury damage.
Reworked Cooperator
Rank 1: This character can Interact with an ally to grant a Morale Bonus of 3 to that ally's Willpower and Health for their next 4 actions.
Rank 2: Same as above, but happens automatically if an ally in the same room defeats a monster
Rank 3: Same as above, but happens automatically if an ally in the same room defeats a monster or disarms a trap
Added ability for checks in dungeon events to be conditional on requirement dictionaries (more only really relevant to modding stuff)
Your current Favorability and Control can now be viewed on each of the three knight's pages in the research notes
Added a forecast of how much Control a given tent action will consume when the action is selected.
I don't know that there's a good way to do the same thing for talking and/or manipulating curses, as the control cost of those things has some randomness.
Lowered the Physique requirement to activate (but not learn) The Alley-Oop.
Removed Acuity
No-brainer boring stat boost with a dumb sword brain penis icon
Debug Menu: Fixed the option to add spells not setting the spell to be active when used in the dungeon.
Debug Menu: Added debug menu option for teleporting a single ally or teleporting all allies to a specified room.
Alpha-16 - 2023-10-08
Content:
2 new Coraline tasks/Boss monsters (note that this update will remove the current Drider information from your save file, which will decrease your total KP until you find her again)
A couple of new camp scenes (I forget exactly how many and it also depends on if you count the boss task introduction scenes)
1 new Skill
2 new Curses
6 new Spells
2 new Trap Status Effects
3 new floors (15 -> 18)
Changes:
Added more auto turn toggles
Stop on gaining Well Rested
Stop on losing Well Rested
Stop on Monster hit
Stop on Trap hit
Stop on finding a Witch's Den
Stop on finding a Shrine
Stop when Scry is off cooldown
Stop on masturbation
Stop on sex
Changed the Reference Poltergeist to classify as a boss.
It does not have an associated Coraline Task, and will not be removed from your save.
Functionally all this does differently is give it the "boss" tag in case that matters for anything.
Added turn indicator/slight dimming of allies when it is not their turn.
Added chest particle effects based on loot rarity.
Added recovery items as random loot in chests.
Added health and combat counter bars for characters in rooms (if you have researched the threats in those rooms enough to see that information).
Added monster/trap portrait popups when a room is first explored.
Added another Retain Spell slot for New Game+
Spells now show their names+descriptions when selected under the Retain Spell New Game+ option(s).
Slightly increased the speed that effect popups above the ally stat boxes display.
Also increased the speed rampup of displaying them when more than 5, 10, or 15 of them are queued to be displayed.
Removed the "minimal pixel font" option from the options menu.
Added ability to set your own font and font size.
Adjusted mouse click/scroll wheel deadzone to not encompass the entire dialogue box when the scroll bar is active.
Dead zone does still exist when scroll bar is visible just in case someone is playing the game without a scroll wheel.
Added small delay when scrolling up/down with scroll bar active before text will go backward/forward.
Allies can no longer trigger their compulsion to masturbate while having sex.
Suffering a Corruption Break during sex now removes any compulsion to masturbate.
Increased the range of time between automatically switching chat messages for the Witch and Coraline's shop windows.
Losing the Sex status effect now grants Clarity.
Monster events which start Sex now require the monster not already be engaged in Sex.
Talking to an ally about a topic which they are sick of now applies favorability loss each subsequent time, but not when the topic is first exhausted.
This is the opposite of how it worked previously, but seems more intuitive. (It's fine to talk somebody about a subject until they're tired of it, but if you keep pushing after that, they'll stop liking you as much)
Clicking the text box in the desire manipulation window will now show all text rather than having to wait for it all to appear over time.
Added the ability to mod in premade room sets and ally tent actions (more information on this when I update the modding docs).
Fixed disarming not causing exhaustion gain.
Fixed Trouble Attraction not actually checking the number of traps a character has triggered.
Fixed an issue where certain tracked numbers (statistics like number of traps defeated, etc) could sometimes fail to be stored correctly.
Fixed damage taken/times scried in camp not being properly tracked for the purpose of skill requirements, etc.
Fixed Weakness of Body/Mind/Spirit rank 2 effect not increasing associated status durations.
Fixed an issue where Coraline could target the wrong character when deals with multiple options selected were made.
Fixed the Early Dream Dungeon new game+ option not setting starting Coraline favor points to 1.
Fixed an issue where the compulsion to masturbate was checking that an ally did not have BOTH masturbation AND clarity rather than EITHER masturbation OR clarity when determining if the compulsion should trigger.
Fixed Unremarkable applying it's rank 1 penalty while at rank 0.
Alpha-15 - 2023-09-07
Content:
7 Coraline tasks
2 Camp scenes
1 new monster
~100 chat messages with the Witch/Coraline
3 new skills
I forgot to write them down and I don't remember what was new last update but there's at least a couple new spells
Changes:
Added Research Notes to the Main Menu.
Research Notes on the Main Menu allows you to rewatch events that you've seen without having to load up the current run.
There is also an option to switch your main character between male and female.
Accessing the Research Notes from the main menu requires New Game+ to be unlocked.
Added option to chat in the Witch's Den (and Coraline's Dream Dungeon).
Fixed game getting stuck when using a directional targeting skill and selecting the direction with the mouse.
Ensured the first Coraline dream would only happen after seeing the floor 7 cutscene.
Fixed Entropic Touch not checking total corruption correctly when determining eligibility.
Fixed an imp CG appearing in the dialogue test script.
Fixed many buttons/UI elements being interactable during sleep.
Curses will now attempt to remove any associated Compulsions when they are denounced.
Applies to: Recluse, Idle Hands, Pity, Saboteur, Suggestive, Mama Bear, Insatiable, Flirty, Anonymity, Oversharing, Sheltered.
Fixed an issue with Drill Down (being more specific than this is difficult).
Various typo corrections.
Alpha-14 - 2023-08-04
Content:
4 Camp scenes
1 (small) new trap
17 Lore notes
2 new skills
4 new spells
Changes:
Added a more compact UI option for the dungeon.
Added an option to cap the game's FPS.
Added a VSync option.
Improved the window used for increasing a skill rank to better show the differences between the two ranks.
Added text+animation feedback to an ally that receives an order.
The previously selected notes entry is now stored when closing the notes menu while in camp
When you research something the research subject will be automatically selected when you next open the notes menu.
Increased the amount of blue in the connection between rooms in order to make them more visually obvious and contrast with the background more.
Fixed an issue where post attack/disarm effects would crash when attempting to be applied to defeated monsters/traps.
Allies will no longer leave space for an ally with the Lost status when moving into/out of a room.
Turned off icon popups/event log messages for the Lost status cancelling other effects.
Fixed some incorrect tooltips in the options menu .
Fixed a crash issue with Shared Senses status.
Fixed an issue where clicking to close a full stat page before it has finished opening could cause the game to get stuck paused.
Added a hard cap to the number of things that can be in the current event stack, preventing crashing due to stack overflows in the event something is bugged and causes an infinite loop.
Fixed Defensive Array failing to remove a stack of Charge on activation.
Fixed an issue where changes to status/skill/curse trackers would always be considered positive for the purpose of triggering other effects.
Fixed Mantras granted by Memetic not removing themselves when hitting 0 duration.
Fixed Gluttony triggering when ANY curse ranks up rather than just when IT ranks up.
Added small delay to displaying sex cg cutins so they appear after any event autoplay.
Fixed special skill button not being set to disabled by Addled (though Addled DOES prevent the activation of special skills).
Let 'er Rip, Strategic, and TTFN now all require knowing each ally's starting special skill in order to learn them.
Fixed the slime room bubble event using the wrong event script and not displaying in the notes menu
Added some protection to skills that are prerequisite for other known skills, making them less likely to be selected by curses for removal when rejecting/denouncing (if the skill is both rank 1 AND the skill it's acting as a prerequisite for is known).
Example: If Elli has Grace at rank 1 and The Beat Goes On at rank 1, curses will avoid trying to remove a rank of Grace unless The Beat Goes On is lost or Grace is upgraded to rank 2.
Added a small outline to Unremarkable's icon to make it look less like an empty/glitched pop-up when it activates.
Fixed being able to sleep during the second "Before Dawn" time slot when you only have 3 time slots remaining in camp.
Added a "Scroll Only" tag for skills that CANNOT be learned naturally and must be imprinted/taught after memorization from a scroll.
Fixed the Reference Poltergeist Hiding event not being listed in the research notes.
Moved the cutscene that was previously at the end of floor 8 to floor 7.
(I may compress plot events more later? I'm still not sure how long a "full" run is going to be in terms of floor count)
Alpha-13(2023.07.03)
Content:
Added Sex mechanics/scenes to several monsters.
Added a list of what damage types/status effects all monsters/traps are able to inflict to research notes.
Requires researching a given threat to research level 2.
Added the ability to view multiple portraits of characters in the research notes based on unlocked scenes.
1 new camp sexy scene
1 new monster
1 new status effect (it's sex)
12 new skills (and a re-adding of the Entropic Touch skill)
2 new curses
1 new spell
1 new monster status effect
Changes:
Set monsters/traps to revert stats to base stats before recalculating stats due to status effects.
This fixes the "invincible flower girl" issue, among some others.
Map generation now waits until a floor start cutscene is completely finished before continuing with other steps.
This fixes the issue where internal dungeon UI state could end up out of sync with how it visually appears when a cutscene is played at the beginning of a floor.
Added a direction picker control for some skills (The Alley-Oop, Parting Shot) rather than having them rely on the character's current destination.
Lowered the amount of particles in camp location boxes.
Added the total number of curse ranks remaining to the second tab of the full ally stat sheet.
Added spell list to research notes. Nothing to actually research at the moment, but some people wanted this to be a thing for whatever reason.
Added a slight tint to the screen edges based on negative stat totals (can be turned off in the display options).
Added a button in the options menu to pop up a list of currently loaded mods.
Fixed Counter Stance scaling off of current attack rather than base attack (the latter was always intended even though the description on the status effect said otherwise).
Fixed an issue where Anonymity's Scry cooldown increase would not work correctly.
Fixed an issue where removing an ally's currently equipped special skill would not remove it from some parts of the UI.
Fixed Addled not stopping special skill activation when activated through the stat box button (and changed the description slightly).
Updated the Desire Manipulation tutorial with images to match the previous UI changes.
Fixed an issue that was preventing the Imp's Booty scene from activating.
Fixed Chunky applying +133% base health and +75% base attack rather than +33% base health and -25% base attack.
Fixed Nullifying applying +110% base complexity rather than +10%.
Fixed Alert Phase applying +125% base accuracy rather than +25%.
Fixed the scroll bar overlapping options in the witch den menu if there are enough options for a scroll bar to be present.
Also fixed the Witch's Den not closing when using the close window keyboard shortcut.
Added "All" as an option to autoplaying events in the dungeon
Also moved the autoplay event options into a dropdown with the options of "None", "New", and "All".
Also also moved the Show All Details and Autoplay event options into the project settings, meaning they get saved in the override config file just like resolution, text options, etc.
Changed Elli's Waking Up Late event to only have a requirement of her having embraced the Sloth curse.
Balance:
Ally Behavior
Allies will now prioritize SOME automatic interactions over attacking/disarming.
Monsters now get an opportunity attack (as in attacking with a bonus) against allies that interact with others instead of doing combat
Status Effects
Nerfed Restricted from 25% of Reflex to 20% of Reflex
Nerfed Drained from 25% of Willpower to 20% of Willpower
Skills
Buffed Parting Shot: Now scales off of Reflex rather than Physique.
Buffed Revenge Journal: Now a special skill. When Special Skill is used, all monsters on the floor are Marked. When this character suffers a Corruption Break, this skill's cooldown is set to 0. No longer requires a skill with the Marked tag to learn. Can no longer be learned naturally.
Alpha-12(2023.06.03)
Content:
Added systems for Interaction and Special Skills
2 new camp sexy scenes
2 new traps
19 new skills
2 new curses
3 new monster status effects
Changes:
Gaining a fury stack (going from 1 -> 2 or 2 -> 3) will no longer display an event in the log stating the character lost Fury status.
Decreased the time before a tooltip will appear over any UI control from 0.5 sec to 0.1 sec.
Added an indicator to show what camp location is currently selected.
Added color coding to the names of allies in their camp activity descriptions.
Most windows that previously would not close when clicking outside of them now do so.
The Desire Manipulation window still intentionally does not
Fixed a bug where monsters/traps that spawned in rooms that had already been explored would not be set as "active" for the purpose of triggering effects when the room was explored again.
Fixed a previous optimization step where monsters/traps that were not set as active would be checked for on scry effects because they would only be counted as active after the scry.
This was mostly an issue with Runic.
Fixed a bug where obstacles remaining to lose Well Rested status was not being properly maintained between floors when not going back to camp.
Fixed errors with text callouts during tutorial.
Fixed the Corruption Wave UI elements showing during the tutorial.
Fixed a bug where the Clarification spell was attempting to change "amount" rather than "duration", causing it to not work.
Fixed a bug where the Shield Maid's initial spawn event would not properly change the room type to a monster room.
Set Lucette's "Concern" scene to not show a hint in the research notes (to not encourage people to seek it out and cause problems for their run).
Fixed an issue that was causing curses with trackers to not properly track their variables (don't know how this wasn't reported)
Balance:
Monsters
Slightly buffed the base stats of many monsters.
Slightly increased stats granted by some monster modifiers.
Increased the minimum floors completed before the Drider can spawn.
Buffed the Pressuring monster modifier to also prevent special skill cooldown from ticking.
Traps
Slightly buffed the base stats of many traps.
Aside from artistic nude, which was veeeery slightly nerfed.
Disallowed Shocking Orb from spawning with Nullifying.
Floor Generation
Decreased the range of how many chests can spawn, especially on later floors.
Status Effects
Flow State is no longer considered a Morale Bonus.
Scatterbrained is no longer considered a Morale Penalty.
Captive now cancels Mobility effects (although there weren't any mobility effects before this).
Skills
Changed Conduit's requirements from 26 Willpower to 13 Focus.
Slightly increased the Willpower requirement for Spellsword from 25 to 26.
Curses
Reverted previous Scatterbrained buff (having scatterbrained not decrease from movement is a PROBLEM as it would mean getting stuck in a daze loop).
Alpha-11(2023.05.03)
Content:
Enabled user made modding (a pretty big deal, I think)
1 new major plot scene
1 new spell
3 new monster status effects
1 new trap status effect
Changes:
Fixed particles with add_particle_on_apply set to true showing in rooms that are not visible/unobscured.
Example: Revenge Journal would apply Marked to all monsters and the particle effect for Marked would appear even if the room hasn't been revealed.
Fixed Flirty sometimes not being set to be revealed when the compulsion goes off... I'm surprised nobody reported this.
Updated desire manipulation menu for more usability
Added a keybind for generic "close window" command, which should close most UI windows (default: Esc)
Fixed liquid latex construct's spawn condition being set to "event seen" rather than "event seen this run"
Added a post-check to allies gaining statuses, this means that many effects that previously were not cancelled when a status gain was cancelled will now be.
Example: Eclipsing Focus skill would cancel the gain of Exposed status, but other effects would still trigger based on that (now cancelled) exposed status gain like Seeing Red.
Memory improvements
Better optimized the taking of "snapshots" of an ally's state at the time of an event so that it doesn't have a lot of useless extra data hanging around in memory.
Removed the "shattering" game over animation. I have reason to believe it was causing occasional crashes for some people on top of being poorly optimized (the shard objects were created but not added to the scene tree until they were needed, thus weren't automatically cleaned up when switching between scenes, causing them to pile up in memory).
Fixed the Flirty interaction not precluding an ally from also Resting that turn.
Moved KP, Encounter Counts, Total Value Given to the Witch, and Advert to the first page of new game+ options
The third page of the new game+ menu is now ONLY difficulty increase options
Balance:
Status Effects
Moved Sleep's exhaustion heal to when the status ticks rather than during the turn the ally spends asleep.
Moved all related sleep effects to the ALLY_DAMAGE_WAS_HEALED post check
Skills
Nerfed Too Rich To Die
Increased Material drive requirement to Intense
Damage Reduction is now capped at [1/2/3/4/5]
If you want to get a lot out of this skill, you better be rich.
Buffed Cull the Weak
Now works on all monsters not tagged as bosses.
Corruption cap lowered to 15.
Buffed Arbor Armor
Stacks of Thorns is now 2/4/6, up from 1/2/3
Monster Status Effects
Runic now gives +2 armor
Exposed granted by Heart Seeking monsters now stacks duration rather than ignoring further applications.
Corruption Waves
Increased the speed of corruption waves on later floors
New Game+
Standardized KP gain from events. Most events now give 10 KP, with some rare ones giving 30.
This decreases the total KP in the game.
Increased KP gain from most difficulty increasing new game+ options
Added more difficulty increasing new game+ options
Alpha-10(2023.04.06)
Content:
Upped the number of floors in a run to 15!
2 new monsters
5 new traps
4 new (ally) status effects
4 new skills
4 new curses
6 new spells
Changes:
Changed event descriptions to (usually) show modifiers on the threats that cause them.
Added a flag so that monsters which retreat can be set to be added to your research log that way.
Non-rearmable traps can no longer spawn with many modifiers that don't make sense for them.
Allies now attempt to keep track of what they were doing before being hit with a behavior altering status effect and go back to doing it once they're free of such status effects.
Added the ability for the game to check requirements and determine what floor to give you next (rather than simply going through them sequentially)
Fixed monster opportunity attacks not actually working.
Turns out this was broken for a while.
Also fixed it being listed as a 25% bonus to attack in the research notes page when it is a 50% bonus (as stated in the tutorial).
Fixed a bug where research could still be done during dungeon time.
Fixed some bugs with Mantra effects not properly being removed when their duration was up.
Fixed a bug where the chest imp spawning would display as an empty room instead of a monster room.
Fixed a bug that was causing multiples of the same skill/spell scroll to not stack in the loot found window at the end of a floor.
Fixed a bug with skill scroll filtering.
Temporarily disabled the Entropic Touch skill.
There's an issue with how DoT effects are handled that I only just realized. It'll be back.
Fixed a bug that could cause expected monster/trap counter damage to calculate incorrectly in the UI (it would still be applied correctly).
Added handling for the edge case where a knight has no curses that they qualify for at the end of a floor.
Balance:
Map Generation
Slightly decreased the base room count of most floors.
Lowered the amount of bonus rooms that can be generated on most floors due to Chaos.
Decreased how linearly most floors will generate (and added map data to set this without changing code).
Lowered obscured room count (especially in early floors) again.
Tweaked Corruption Wave speed values.
Added a Super Rare tier for skill scroll chest reward spawns.
Made lower tiers slightly more common.
Curses
Fixed Rope Bunny
The description of the curse wasn't matching the actual effect in the scripting. They match now.
Also extended the effect to include Restricted.
Buffed Scatterbrained
Gain Dazed when Scatterbrained stacks are >= 5 now at rank 1 and 2 (up from just 2).
At rank 2, Scatterbrained stacks no longer decrease from moving.
Spells
Changed Contractor to work with Foreboder (no longer requires the scry be "natural" for the mark to apply)
Alpha-9(2023.02.23)
Content:
1 new camp sexy scene
2 new monsters
2 new traps
1 new (ally) status effect
8 new skills
2 new spells
Major:
Threat Status Effects
Monsters and Traps (referred to collectively as just "threats" from now on) can now have status effects applied!
Status Effects appear in the room information window that the threat is occupying.
Clicking the icon of a Status Effect will create a window that explains what it does.
Increased the number of spawn modifiers that threats can get, many of which do more than just change their base stats.
Threats now have their own Tags which control what spawn modifiers they can start with, but these will also be useful later for other things
Some Skills that the knights can learn will also be able to apply debuffs to threats.
Spell Scrolls
Spells can now be found in chests in much the same way that Skills can!
Spells found are instantly learned by the Inquisitor.
Any Spell Scroll found that is already known will increase the Inquisitor's maximum mana by 1!
Minor:
Clicking a Status Effect icon in the Room Count window (top right) will create a window that explains what the effect does (without needing to open the knight's full stat page).
Changed many parts of the UI theme, entirely removing one of the fonts and hopefully making things more consistent/easier to read/prettier.
Set particles and sounds of Skills to load before they are first displayed.
This should prevent small lag when a skill is first used, but may slightly increase load times for the dungeon.
Temporarily disabled the Hunting Call Skill
It is being buggy and difficult and will require some changes to how its scripting is handled to work properly. Messy.
Cut several text boxes from the beginning of the intro cutscene
People keep telling me it's too long...
Using the keyboard shortcuts to focus an Ally (defaults of 1, 2, 3, and Tab) will now simulate clicking on that Ally
Makes keyboard playing a little easier
Moving the camera using the keyboard (WASD or arrow keys) now moves exactly 1 room in the input direction.
Changed watching events from the Research Notes menu to allow you to make different choices than the one you made when first viewing the event.
Fixed being able to get multiple Advert spells from the New Game+ bonuses.
Fixed the knights not starting each floor in Explore mode.
Fixed the memorized indicator in the post floor clear loot window not being player colored.
Fixed two bugs where the Gardening Spell would read the Ally's Desire Drive rather than Current value, then immediately remove the Thorns effect that it grants rather than removing itself like it was supposed to.
Balance:
Status Effects
Sweet Dreams Trigger (the one from the glyph trap) now plays a particle effect when the trigger activates.
Pacified will no longer prevent a monster from attacking an Ally if that Ally tried to attack and it was cancelled by the Pacified effect.
Spells
Nerfed Photosynthesis
Casting Scry on a room with an ally that has Thorns in it grants that Ally a buff which heals 1 Injury and 1 Exhaustion at the start of their turn for 5 turns. Moving ends the effect early.
Changed Enkindle to only have an effect on Allies with at least 1 Skill with the Fury Tag.
Nerfed Acuity
Mana cost increased to 3 (was 2)
I don't like this Spell because it is boring and also it has a dumb looking penis brain sword icon, so it might not be around for much longer.
Threats
Some numbers were adjusted/modifier that were not previously spawnable were allowed as a result of the Threat Status Effect system being added.
Changed all Events that previously had stat requirements that were > some number to >= that number.
So if some event required "more than 50 Lust" before it now requires "50 or more Lust".
Increased the amount of variance allowed in intended floor difficulty when selecting spawn modifiers (should result in less "every monster is just monstrous" later in the game)
Chests
Increased the size of the scale of rarity in chest rewards.
Should result in common rewards being more common, rare rewards being more rare, and fewer empty chests.
Alpha 8.2(2023.01.16)
Minor:
Added a button to hide the text box during dialogue.
Fixed a bug that caused Infusion and Stimulant to have incorrect requirements (which made them impossible to learn).
Fixed known Curses gained through Shrines not being automatically revealed when applied.
Added autoturn toggles options in the options menu that will automatically turn off autoturn cycling.
Stop on Corruption Break
Stop when all Allies at Stairs
Added an indicator to the Research Notes menu when research of a given entry is complete.
Added the ability to hide fully researched entries in the research notes window.
Also memorized Skills.
Fixed the increase and decrease buttons in the Shrine menu not being disabled if the ally has already used the Shrine that floor.
Set the Witch and Shrine tutorials to immediately mark the tutorial as seen rather than waiting until after the dialogue is finished, which could previously cause the tutorial to play more than once.
Also set those tutorials to toggle off autoturn when being played.
Allies are now automatically deselected when they move.
Added a tooltip to at least put an explanation of Compulsion effects SOMEWHERE (until a better location for the information is created).
Fixed the Yes button not appearing disabled when attempting to teach an ally a Skill but they have no Skill Points.
Fixed the Sweet Dreams Trigger Trap triggering the incorrect event depending on Willpower.
Fixed Barkskin's requirements only looking at if a character has a Skill with the Thorns OR Defense tags when it was supposed to require both Thorns AND Defense be covered.
Balance:
Camp:
A full night of sleep will now only heal 5 Temporary Corruption total (down from 8).
The amount of Temporary Corruption healed when praying in camp is now dependent on the character's drive for Ideals (1 point + 1 point per desire drive level, so 2 at Low, 3 at Moderate, 4 at High, etc).
Masturbation in camp now heals 66 Lust (down from 75).
Decreased the effect on Current Desires when talking to an ally in your tent.
Increased the maximum Control cost when talking to an entranced ally in your tent (based on ally Willpower).
Increased the minimum Control cost when talking to an entranced ally in tent.
Trance Actions:
Added the ability to do various trance actions when manipulating the desires of an ally in your tent
Dungeon:
Fixed numeric formula for computing difficulty rating of threats (should SLIGHTLY improve balance).
Decreased the base amount of darkened rooms across (almost) all floors.
Does not have an effect on extra rooms.
Skill scrolls now show the Skill's icon as a small popup when opening a Chest (Blank Scrolls are also shown).
Slightly decreased Chest Trap accuracy numbers to match intended difficulty.
Monsters:
Added Armor as a mechanic
Acts as flat damage reduction when attacked by an ally.
The amount of Armor that a monster has is shown in notes/the room information dropdown at research level 2.
Status Effects:
Changed the way that actions cause status effects to tick. It now happens at the end of the current turn rather than at the moment of an action occurring.
This change felt necessary because the way this previously worked was slightly unintuitive. This matters most in the case of combat/disarming. Because durations would tick at the moment of an action happening, anything that happened afterward would then be processed without the status effect.
As an example, if an ally had 1 turn of Thorns remaining and attacked a monster, the Thorns effect would tick immediately and then be removed BEFORE the monster would counterattack. Now the effect will remain until the end of the ally's turn, which will properly include the counterattack.
Compulsion to masturbate is now only checked when an ally takes Lust damage, rather than at the start of every turn (so among other things, characters will no longer be Shaken into masturbating unless the thing that gave them Shaken also dealt Lust).
Skills:
Finish Line:
Fixed the description for the status effect(s) showing the incorrect working stat increase numbers.
Now displays its particle effect/icon only when its associated buff is granted (rather than every time the stairs room is entered).
Go Bump in the Night:
Now lasts until starting a turn without Stealthy (this prevents the case of this buff being lost because the character was GOING to lose Stealthy but then didn't because of Cover of Nature).
Buffed Smite:
Meant to make this not just a less accessible Opening Strike.
Increased damage to 40% of Base Physique (up from 30% of Current Physique).
Can now be learned naturally without a Skill Scroll.
Requirements: Permanent Corruption of 10 or lower and know the Purity Skill. Do not know any Skills with the Corrupt Skill Tag.
Desire Requirements: Drive for Ideals of High or higher and Drive for Triumph of Moderate or higher.
Causes the attack that uses it to ignore monster armor
Curses:
When gained, Curses will no longer start below 10% or above 75% rejected/embraced.
Changed Pride's UI color so it's easier to tell how embraced/rejected this Curse is.
Nerfed Craven:
Now applies Shaken when an ally is hit, rather than when they are attacked.
Because this means it will happen much less often, the number of turns of Shaken applied has been increased by 1.
Nerfed Paranoia:
Rank 1: Grants 1 turn of Shaken every time this character ends their turn in the same room as another ally. Only applies in empty rooms.
Rank 2: Grants 1 turn of Shaken every time this character ends their turn in the same room as another ally. If this effect occurs while this character's Willpower is 50% or less of its base value, grants 3 turns of Shaken instead. Only applies in empty rooms.
Rank 3: Grants 2 turns of Shaken every time this character ends their turn in the same room as another ally. If this effect occurs while this character's Willpower is 50% or less of its base value, grants 3 turns of Berserk instead. Only applies in empty rooms.
Rank 4: Grants 2 turns of Shaken every time this character ends their turn in the same room as another ally. If this effect occurs while this character's Willpower is 50% or less of its base value, grants 5 turns of Berserk instead. Does not apply in the Safe Room or Stairs Room.
Greed:
Now requires that a character have opened at least 3 chests before they can gain it randomly.
Spells:
Withdraw:
Fixed it still requiring Charge even though I thought I removed that.
Reduced the mana cost to 3 (down from 4).
New Game+:
Changed options for Favorability and Control to only increase the initial levels for those numbers rather than carry over the number from the previous run.
Alpha 8.1(2022.12.28)
Bug fixes:
Fixed issues with skills that have multiple tag requirements only assessing the first requirement.
Fixed the Recluse Curse not having a third rank.
Fixed a repeat line of text in the Binding Circle Chest trap events.
Fixed desire requirements for Extraction not matching what was listed.
Fixed Paranoia's effect happening in safe and end rooms during ranks when it shouldn't have.
Fixed being able to reenter the witch's den after making a deal if you clicked quickly enough.
Fixed a bug where Battle Thirst would cause other Fury effects to not grant Fury.
Fixed a bug where Hunting Call could apply more Fury than intended.
Fixed a bug where Events that quench Fury would not trigger Insatiable.
Fixed the discord link buttons on the title screen and credits page not working.
Fixed the Combat Maid repeating herself in her encounter event (Raine version).
Other Changes:
Clicking a Working stat Bonus or Penalty amount in the full stat page now displays a breakdown of how that number was reached.
Skill Scrolls acquired during a floor are now displayed in a window when selecting to go back to camp or continue to the next floor.
Damage dealt by allies when attacking/disarming is now displayed in the "Show All Details" full event list.
Damage healed by monster/traps is now displayed in the "Show All Details" full event list.
Show All Details and Autoplay New Events checkboxes are now stored along with Dungeon Window UI states between floors.
Dungeon window UI state is now stored in the metaprogression file between runs.
Using a Blank Skill Scroll is now always presented as an option when teaching a Skill (even if the ally has available Skill Points).
Memorizing a Skill Scroll no longer consumes a time slot.
Weal and Woe Curse now requires the character have a skill with BOTH the "Morale Bonus" and "Self Buff" tags
Alpha 8(2022.12.21)
Major:
Skill Scrolls, Chests, and Skill Management
The dungeon can now spawn chests containing Skill Scrolls.
Chests can spawn inside their own rooms, or when defeating a monster
Some chests can have traps inside as well!
(Almost) every Skill in the game can be spawned as a Scroll
Using a new menu in camp, you can make use of Scrolls in various ways
Imprint: Consume the Scroll, but grants the Skill to an ally while letting them bypass any Desire requirements the Skill may have!
Memorize: Consume the Scroll, but permanently Memorize the Skill inside for yourself. This allows you to Teach the Skill to any ally that has a Skill Point and meets all of its requirements!
Blank: Changes the Skill Scroll into a Blank Scroll.
Blank Scrolls can be Imprinted onto Allies to grant them Skill Points, or can be used as a substitute to Skill Points when Teaching a Skill!
Corruption Waves
Further into the dungeon, Eschahn's influence will begin to grow more insistent
As a result, later floors will introduce a new hazard, Corruption Waves
Getting hit with a Corruption Wave will increase the rank of a random Curse that the knight has, increasing its effect for the rest of the floor!
If the knight has no Curses, they will instead be hit with a steadily increasing amount of Temporary Corruption.
Shrines
Later floors will also begin spawning Shrines
Each ally can use a Shrine once per floor, giving them three exclusive options:
Offer Devotion: Gain Permanent Corruption, but in exchange the speed of Corruption Waves is also lowered permanently.
Accept Blessing: Gain a Curse (which can be identified beforehand if it is researched), and lower the cost of Dispelling the Curse at the end of the floor to 0.
Denounce: Denounce Eschahn, removing any Curses that have been Rejected by the ally.
Embracing/Rejecting
Embracing and Rejecting now serves an actual purpose
Embracing a Curse will permanently lock its effect. This means that it can still absorb the same number of Corruption Waves, but its effect will never get more severe from doing so.
Rejecting a Curse allows it to be removed at a Shrine by Denouncing Eschahn, however when the Curse is first rejected, it will attach itself to a Skill, taking a rank of that Skill away when the Curse is removed!
Minor:
The Witch can now reveal unknown curses (for a price, of course)
Base Working stats are now shown correctly on the full stat page. Previously, it was not displaying bonus/penalties to base stats.
For example, previously if a character had 12 Strength and 12 Dexterity, their base Physique would always display as 24 regardless of any bonuses/penalties to Strength/Dexterity.
There is now a button to repeat the previous conversation topic when talking to an ally in your tent.
Fixed a memory leak issue with respect to spell effects (scry effects, specifically)
Fixed a bug in the War Scout Beast's encounter dialogue script.
Fixed a bug in the Binding Rope Constrict dialogue script.
Fixed a bug where the Cover of Nature Skill was not actually requiring you to have Thorns.
Fixed a bug where sorting traps by accuracy in the research notes menu was broken.
Fixed a bug where Group Focus would apply to your next scry's cooldown if scry was not already on cooldown when the effect took place.
Fixed a bug where combat counters in the room info dropdown would be inaccurate for monsters/traps that attacked non-standard stats.
Fixed a bug where you were unable to prepare spells during the first time slot of evening in camp.
Added a skip button to the dialogue manager (skipping was always possible via keyboard shortcut but whatever)
Fixed a bug where the keyboard shortcuts to set orders for all allies applied to allies inside rooms obscured by darkness.
Fixed some bugs with viewing events that include music from the research notes menu
Balance:
Ally Base Stats:
The cap for when stat point cost increases to upgrade a given stat is now dependent on an ally's stat preferences. A character's favored stat will need 2 stat points to upgrade when going from 16 to 17+, second favored stat from 15 to 16+, third from 14 to 15+, fourth from 13 to 14+.
This is intended to make the characters feel somewhat more distinct, as you'll be much less able to get them all up the same "all 15" stat line compared to before (if you're even going for end of floor dispels that much still.
If you're curious, as these aren't listed anywhere, favored stat lists are:
Raine: Strength, Vitality, Dexterity, Focus
Lucette: Focus, Vitality, Strength, Dexterity
Elli: Dexterity, Focus, Vitality, Strength
Ally Camp AI:
Allies asked for sex by other allies now check if they would have been willing to pick sex as an activity on their own before agreeing.
This is internal to how activities are decided, but basically it is INTENDED to make it easier to manipulate 1 on 1 sex between knights to happen without the third knight always joining in to make it a threesome. It may be adjusted as time goes on (especially once threesome scenes are actually written).
Status Effects
Sweet Dreams Trigger:
Fixed a bug that was causing it to not be removed after its effect was triggered and sleep was lost.
This effect is now better differentiated from the Sweet Dreams Curse. It is also revealed when it takes effect.
Mimics the first rank effect of the Curse of 4 Lust per turn while asleep, down from 8 Lust and 1 Temporary Corruption.
The associated trap can now cause this effect to happen instantly if it hits and the victim has 14 or less Willpower
Skills:
A lot of stuff just due to the skill system changes
Mostly changes to requirements/desire requirements, which weren't visible before this anyway
Nerfed Purity:
This skill is just too good, man...
Heals [2/3/4] Temporary Corruption on gaining Well Rested, down from [2/4/6]
Now has a Desire requirement of Ideals Drive of Moderate or higher (Base stats Elli does not have access to it)
Is no longer offered as a New Game+ option
Curses:
There are far too many changes to list here. Just throw away any specific knowledge you have of what curses used to do (numbers mostly, most still do the same thing IN GENERAL).
Spells:
Buffed Astir:
Now also grants 1 turn of Clarity when an ally is awoken from sleep, even if woken up unnaturally.
Buffed Wired:
No longer prevents manually choosing to sleep
Now only increases scry cooldown by 3 actions per day without sleep, down from 4.
Buffed Withdraw:
No longer requires Charge stacks to take effect.
No longer requires that the player know the Charged spell to be sold by the Witch
Buffed Impassion:
Now increases current desires for Pleasure and Community by 6, up from 4.
New Game+:
Increased the KP cost of keeping Favorability and Control
Added Charged and Impassion as options
Alpha 7.1(2022.11.30)
Content:
1 new male portrait option
1 new female portrait option
1 new curse
Art added to the "Constricted by a binding rope trap" event
Yeah that's it. This is really just meant to be a bugfix update.
Minor:
Added scry keyboard shortcut (X) to the Options Menu.
Added ally order keyboard shortcuts to the Options Menu for the following orders:
Currently Selected Ally: Set Destination (T), Explore (E), Rest (R), Stay Put (Z), Follow (F), Open Stat Page (C).
All Allies: Explore (Shift+E), Rest (Shift+R), Stay Put (Shift+Z).
Removed the "Ally Event Hints I" option from the new game+ options. Although it will come back, there aren't enough scenes currently to justify it.
The game will now update the metaprogress save file when loading it, rather than waiting for a run to be converted from a current save to metaprogress (this shouldn't really change anything for most people).
Scrying the knights while in the bath is now properly listed in their events list.
Fixed the Bat's flee event showing the wrong dialogue script.
Fixed the "Favorability" and "Control" new game+ options not working properly.
Current Desire will no longer loop back around to a higher/lower amount when changing that desire's drive if the drive is already at the max/min amount possible.
Fixed First Aid/Bedside Manner not applying properly.
Fixed the way that Corruption Breaks are applied so that they do not momentarily apply the corruption as both Temporary and Permanent before zeroing out the Temporary corruption (which could end runs by putting total corruption over 100 for a split second).
Fixed the hint for the "Puppeted by a pair of marionette hands" event to match its actual requirements.
Fixed being able to prepare spells into the daytime time slots when you're supposed to be in the dungeon.
Autoturn advancing turn is now properly turned off by some windows that previously did not do so.
Fixed input errors being thrown to console when moving the mouse over the player character portrait in the camp menu (this didn't break anything, but if you were playing the game through command line for some reason it might have made you raise an eyebrow).
Set turn advance to default to disabled while the map is generating/loading to prevent breaking the tutorial if you happen to be pressing space bar at the very start of it.
Fixed being able to break the tutorial scripting by changing Raine's destination room to an unintended one in the first turn.
Fixed Craven's activation not being listed in the full details event log (and also the curse STILL not working properly).
Fixed the click and hold on ally shortcut from allowing you to set an ally's destination even when you couldn't open their orders menu.
Fixed a bug where curses that were previously gainable were not being removed from eligibility if their requirements were no longer met.
Fixed an issue that was causing the Mama Bear curse activation to crash the game.
Fixed effects that completely remove the Charge status effect (Imbibe, Shocking Orb Supercharged hit) not triggering the Easily Stimulated curse.
Balance:
Ally Camp AI:
There is now always at least a small chance that an ally will resist your control when weakening/empowering a curse.
There is also now always at least a small chance that an ally will fail to resist your control (unless she totally hates you)
Slightly decreased initial favorability of all allies.
Slightly decreased amount of favorability gained from clearing a dungeon floor.
Slightly increased the chance of an ally enjoying a non-tranced conversation in the player's tent.
Alpha-7
Major:
Camp Update:
Although a lot of this ends up being internal, almost the entirety of the workings of the camp menu have been updated/reworked.
Essentially, this means that any event or input that happens in camp can now trigger effects and/or scenes, similar to how the dungeon already works. This sounds vague because it is. It's a VERY wide system in what it allows.
Unfortunately, while the system may be very wide in possible scope, my time to write content for it is much more limited. As the game is still in alpha, the emphasis is on putting these systems in place over completely filling them with content. There are still a handful of scenes that will hopefully give you an idea of what to look forward to more of in the future though.
Time segments are now half as long as they were before, meaning that there are 16 in a day. 6 are used for the dungeon, and 10 are free for you to do as you like.
Sleeping and preparing spells remain the same length of (relative) time as before.
Researching only takes a single time slot (so half as long as before).
You can now join the knights in what they're doing around camp, gaining some favorability with them in doing so.
After a few floors, you can also invite individual knights to your tent, leading into...
Desire Manipulation:
The knights have always had a set of desires that have dictated their actions during camp, but now it has become possible to see and manipulate them!
This content appears at the end of the third floor of the dungeon, so I won't belabor its tutorial here.
While not 100% complete in everything that desire manipulation can do, as with the camp changes, there should be enough to give you an idea of where things are going and what to look forward to.
Active Spells:
Non-passive spells have now been added to the spell pool
Just as with passive spells, some can be obtained as starter spells and some can only be bought from the Witch.
Active spells can be cast in camp only, although their effects may extend beyond that.
Active spells are put on cooldown after cast, and are refreshed by spending time preparing your spells from the Manage Spells menu.
Scry is also an active spell while in camp, allowing you to view some hidden scenes.
There are not very many of these presently
Unlike other active spells, Scry recharges automatically every time slot.
Minor:
Fixed the hanging seals trap requiring the ally to be captured to trigger the disarm event for some reason?????
Fixed the binding rope constrict scene formatting error.
Added a button in camp that will tell you how many days since you have slept, how many dungeon floors you have cleared, if you have loaned any mana to the Witch, and what spell effects you are currently under (active and passive).
Fixed a mistake in the combat maid's attack script causing it to skip the first text box.
Fixed a bug where threats with the 'requires unobscured room' flag set to true could STILL sometimes spawn in obscured rooms.
Revealing the exit to the floor now makes adjacent rooms visible (not explored). This is the same as if you had had an ally explore the stairs room, where it was not before. Previously this could lead to cases where rooms adjacent to the exit were stuck in an invisible state if you had the Witch reveal the exit.
Fixed being able to click the auto turn button while it is disabled and behind the regular next turn button.
Changed one of the fonts to make a better distinction between a 0 and an 8.
Added a save game update to remove previously removed curses (Faintheart and Fatalism) from any save files that still have them hanging around in their metaprogress files, as attempting to research those curses when their data is not in the game would cause a crash.
Fixed spells in the Witch's Den showing an extra icon when clicked for information.
Stat upgrade buttons are now always displayed when the ally has stat points. Clicking the button without enough stat points will display a message stating how many points are necessary to upgrade.
The game now properly distinguishes between events that have happened this run and events that were carried over from new game+. This means that many events that mistakenly ended up being "once per meta progress save file" are now properly "once per run" as intended (this includes the Drider spawn, in case you were wondering why she was so rare).
Added a button to view Research Notes while in the dungeon (no researching allowed in there, obviously).
Clicking and holding left click on an ally for .5 seconds will now skip the orders menu and go straight to 'Set Destination' mode. As this is meant to be a convenience shortcut, it allows selecting EITHER a room to move to OR and ally to follow.
Fixed the Regrowth skill not being flagged as learnable.
Fixed an issue that was causing the Craven curse to not trigger even when you had it.
Fixed an issue that could cause status effects that tick on action to get stuck as non-ticking statuses when moving between dungeon floors.
Fixed the room info window not showing the correct percentage value in the health/complexity counter bars for traps.
Fixed an issue where total KP in the NG+ window would show an incorrect amount when options were automatically deselected because their prerequisite options are no longer selected.
Fixed an issue where hitting 100 Corruption using a Witch's Den would crash the game (also prevented the Witch from giving enough corruption for any ally to hit 100 directly from her, but even if she did that it wouldn't crash anymore).
For convenience, selecting an ally will now display their current status effects in the top right turn count box regardless of what turn it is. Deselecting the ally reverts the displayed status effects to that of the current turn's ally.
Changed the process of converting from a run save to meta save data to hopefully prevent any other cases of crashing due to attempts to access save game data during the process of game over-ing.
Added an "Abandon Current Run" button to the Data section of the options menu. This button will only be available if there is existing save data. Note that this DOES NOT unlock New Game+ on its own, and IF USED BEFORE New Game+ is unlocked normally, does not save any data about the run that is being abandoned.
New Game+ now checks that the previous run has reached the point where magic is introduced before offering the option to retain spellcasting (not that I imagine a lot of people are losing on floors 1 or 2)
Particle effects that occur multiple times at once (example: scrying a room with the charge spell active and all three allies inside) will now mute all but one of the particles in order to avoid layering over each other and potentially being REALLY LOUD.
Fixed a bug where the chance of passing out during research due to lack of sleep was being calculated incorrectly.
Balance:
Ally Camp AI:
Allies will now be more likely to pick activities in camp that actually satisfy their current desires.
Allies will deprioritize relaxation activities if they know they are going to sleep later in the day.
Ally desires no longer increase while that ally is asleep.
Allies deciding to do activities socially is now based more heavily on their current and base desires for Community.
Allies deciding to masturbate or have sex in camp is no longer as reliant on them having high amounts of lust (though that still helps).
Allies will now avoid certain activities during times when they don't make much sense. Mostly doing things out of camp late at night or right before dungeon time.
Ally starting desire drives were increased slightly.
Damage Stats and Resting:
Corruption breaks will now set the breaking stat to 70 (down from 75). This will prevent the awkward cases where a character is getting stunlocked by something (which ideally wouldn't happen in the first place but whatever) and isn't gaining any new corruption from further breaks.
Skills:
Increased Bulwark's Requirements:
23 Willpower and Health was really easy to get. It's still pretty easy to get now, but it's not a complete given just from having good stats.
New requirements: Base Willpower and Health both >= 24 and the character's desire drive for Ideals or Success must be High or greater.
Still on the list for a rework.
First Aid and Bedside Manner:
Will now double check that the Injury damage taken isn't reduced to 0 (such as through Warding) before its effect is applied.
Changed Finish Line:
New Effect: Grants a Morale Bonus that gives a bonus of [3 to Willpower/3 to Willpower and 1 to all other working stats] and prevents Exhaustion gain from moving between rooms after entering the end room of the floor. Lasts until entering the next floor.
This is meant to give the skill a bit more uniqueness. While the morale bonus is nerfed, the new effect can be quite strong for Elli keeping her Exhaustion lowered. It can add up to A LOT of damage prevented if Elli is able to scout her way to the end room early in a floor. This may actually be too strong, but I guess we'll see.
Adjusted Conduit:
Removed the first level of the skill.
Added a requirement of Willpower base >= 26.
Made the icon a bit less EXTREME contrast.
Buffed Spellsword:
Now learnable with any rank of Conduit.
Increased percentage of willpower per stack of charge used from 10 to 20.
Spellsword is a constant drain on any ability to build up charge stacks for any other use, so if you're deciding to opt into it, it should probably have a better payoff.
Also fixed an issue where its particle effect was not displaying on use.
Fixed Barkskin having 'thorns applied counter <= 3' in one of its requirements sets. It is now >= 3 like it is intended to be.
Removed Danger Sense:
Bad skill that encourages sitting around doing nothing.
Also it's associated spell was bugged and causing crashes.
Made Flow State more accessible:
No longer requires 3 applications of Trance.
New requirements: Base Willpower >= 28, Material drive of moderate or higher, Knowledge drive of moderate or higher.
Changed Heartbreaker:
Can now be learned by Lucette
Flavor-wise it made sense for her to not, but now that you can manipulate her desires it seems like a pointless restriction.
Curses:
Masochism:
Will now double check that Injury damage taken isn't reduced to 0 (such as through Warding) before its effect is applied.
Pride:
Fixed the duration not doubling if an ally is present at the time of Wounded Pride application.
Most camp chats that hinted at characters having specific curses now instead require that curse be embraced in order to say them.
Spells:
You will now receive the free spell given by the Witch at the end of floor 2 (based on your dialogue choice) every run.
Removed Sensory:
See the note on Danger Sense above.
Nerfed Brainstorm:
Changed from a passive spell to an active spell.
Only kind of a nerf really. This makes it less flexible, though it doesn't cost any mana now at least.
New effect: On cast, the set of skills ALL allies are currently able to learn is rerolled.
Changed Charge:
Changed name to Charged just because having a spell and status effect that are the same name is confusing.
Buffed Quintessence:
Set the application of Thorns to add duration if the target already had Thorns (previously the new application was ignored).
Added to the random starter spell pool (it was kind of weird to only be gainable in new game+).
Witch:
Increased cost to remove darkness by 5 (this is still stupidly cheap for how good it is).
Increased the maximum number of spells the Witch can possibly offer in one den from 4 to 5.
Slightly increased the likelihood of the Witch offering spells.
Threats:
Lowered Exhaustion damage dealt by many events that cause it.
With the way that the numbers around Exhaustion and Well Rested are balanced, high amounts of exhaustion gained at once can be quite sticky and annoying to deal with.
Many of these exhaustion causing events now cause fatigue/weaken instead.
Added a Flee event to the Bat .
I've heard a couple of stories of people being semi-stunlocked in bat rooms and that's really not intended with a weak enemy like this.
Lowered the amount of desire taken away by the Hanging Seals trap Mute Desires event.
Set Hanging Seals trap Mute Desires event to allow it to change Desire Drives if current desire values are low enough.
Rope of Binding now has Health as its target defense stat.
Floor Generation:
Lowered the lower and upper limits for the amount of walls that generate between rooms (make floors a bit less winding hallway-y).
Changed threat generation to assess possible modifiers in a random order every time.
Changed threat generation to have a small chance to assign a modifier that moves the threat's difficulty rating AWAY from the intended difficulty of the floor instead of closer to it.
This is meant to give at least a CHANCE of Weakling/Runty monsters spawning occasionally (since there still aren't new, high difficulty threats that will naturally get those modifiers in later floors)
This will make the difficulty of threats a bit less consistent between rooms, and may generally make the game SLIGHTLY easier unless level generation does an unusual thing and happens to over-correct for it.
Alpha-6.5
Major:
Linux:
Confirmed that the game ACTUALLY works on Linux now.
UI Quality of Life/Usability changes:
Added a gameplay tab to the options menu
Added options for the camera to focus on allies at the start of their turns, whenever you click to select them, and when they suffer a corruption break.
Added a toggle to enable an auto turn function. When turned on, this toggle will continuously press the button to advance forward in turns until turned off by the same shortcut or by clicking the advance turn button manually.
Added key bindings for several functions.
Added additional options to the event list
Added a toggle to Show All Details for events. This will greatly expand the amount of information shown in the event list for better tracking of stats and effects.
Added a toggle to automatically play new events when they happen.
The room information box is now always opened when you select a room and closed when you do not have a room selected.
The pop out states of UI windows in the dungeon are now saved and restored between floors.
Events added to the Research Notes menu:
Monsters and Traps now show their associated events in their Research Notes entries.
Research Level 1 will show all of the events and simple hints for how to get them.
Research Level 2 will show events that you have seen before by name, and allow you to replay them with any character, while also showing the same hints as level 1 for any events that have not been seen.
Minor:
Fixed a formatting error that would cause the high lust aphrodisiac pollen script for the Pollen Flower monster to fail to start.
Allies will now naturally go back to exploring once they gain Well Rested.
Skills that apply effects that are considered 'Support' are now listed as such in their descriptions for clarity. (I will likely need to think up a better way to show effect tags/categories at some point)
Fixed a bug where the research button would still be visible on fully researched monsters.
Fixed a bug where monsters and traps were still appearing in the notes book even if they were only defeated in obscured rooms.
When getting an ally's list of learnable skills, if fewer than 3 are available, the allies learnable skill pool will refresh to see if there are any they qualify for but don't yet have in their pool.
Removed the ability for the dialogue advance/rewind buttons to have focus (so they won't catch key presses after you click on them).
Fixed a bug that was causing threats with the "requires unobscured room" flag set to true to (almost) never spawn. This was preventing 1 monster and 2 traps from spawning much if at all (and one of those traps happens to be a requirement for 3 more monsters to spawn...)
Fixed a bug where removing darkness from a floor could cause a null reference exception and crash the game.
Added additional pathfinding calls to (hopefully) prevent rare cases where allies would fail to pathfind and crash the game.
Balance:
Damage Stats and Resting:
Resting now restores 2 Lust instead of 1
This is pretty important, balance wise.
Lust is more common of a damage stat than Injury from events, but mitigating effects for Lust are less common than Injury. A bit of a mismatch, which was causing Lust to be somewhat overpowered. Difficult to prevent and difficult to remove. This will make healing Lust intentionally a bit easier.
Allies set to Rest who have over 90 Exhaustion will now stop to take a breather if they are in an empty room, healing 2 Exhaustion per turn.
This is to prevent dumb situations where the safe room is too far to walk to so a character is doomed to suffer a corruption break even with no threats around.
This does not count as an Action.
This does not count toward gaining Well Rested.
This can't be done when under the effect of Well Rested
Status Effects:
Aphrodisiac now shows that it applies 1 point of Compulsion to masturbate per tick.
Skills:
Increasing a skill's rank now refreshes the ally's learnable skills pool.
Buffed Constitution:
Constitution was basically straight up worse than Warding (while also having a higher stat requirement for some reason???). It needed something more to make it worth picking up.
Also it was bugged and causing crashes/unexpected behavior.
Old effect (increased rate of Injury healing while resting) removed.
New effect: Rank [1/2]: Decreases the duration of [Weakened and Fatigued / Weakened, Fatigued, Deeply Wounded, and Aphrodisiac] by 25%.
Fixed Nerf to Bulwark:
This was in the patch notes for the last update but wasn't actually changed everywhere it needed to be files...
This skill is also very much still on the list for rework.
Rank [1/2/3]: Provides allies in the same room a Health bonus of [2/3/5]. Down from [3/5/7].
Changed Danger Sense:
The counter for Danger Sense ranks 1 and 2 now only ticks up if you have Well Rested (which is how it should have always been, although I kind of don't like this skill in general)
Curses:
Nerfed Idle Hands:
This curse makes it quite difficult to handle Lust, as even resting just brings the character closer to masturbating.
Increased the number of turns before the compulsion increases from 2 to 3.
Added more requirements to gaining the curse.
Old: Not have the Chastity skill
New: Not have the Chastity skill, the character's drive for Pleasure must be higher than their drive for Tranquility, the character must have gained Masturbation from another source at least once.
Removed Faintheart and Fatalism:
They're just not very interesting curses and don't change up gameplay enough when you have them.
Reworked Recluse:
Previously this curse just made it annoying to rest, but didn't outright prevent it or anything, just made it take longer some of the time, which isn't really fun or interesting from a gameplay perspective.
New Effect: Whenever this character interacts with another character or has a Support effect applied to them, applies 4 points to a compulsion to cancel the next Support effect applied to them and instead gain a status effect that prevents orders, interactions, or further Support effects for 6 turns.
New Requirement (from no requirements previously): The character's drive for Independence must be higher than their drive for Community.
Nerfed Saboteur:
I actually like this curse thematically and gameplay wise, but it feels like the compulsion hits just a little too fast.
Compulsion gain on disarm with ally present lowered to 6 (down from 8).
New Requirement: The character's drive for Material OR Curiosity must be higher than their drive for Success.
Buffed Pity:
Contrary to the previous curse, this one needs its compulsion to hit faster.
Compulsion gain on attacking a Runty or Weakling monster increased to 4 (up from 1).
Corrected Pride:
The description of the curse now matches the effect of the status effect. The morale penalty was listed as 3 to all stats rather than 4, and specifies its duration in turns rather than actions.
Spells:
Effects that change scry's cooldown no longer apply to automatic scry casts (Foreboder, Signposting) (this was more of a bug than a balance thing)
Decreased scry cooldown increase for Charge to 2 (down from 3)
Decreased scry cooldown decrease for Siphon to 2 (down from 3)
Increased the mana cost of Foreboder to 2 (up from 1)
Threats:
Decreased the amount of Injury damage dealt by the Imp on normal attack.
Slightly decreased the base health of the Shadow Monster.
Decreased the exhaustion damage dealt by the Deep Dream Tea Set.
Decreased the amount of healing done by the Bestial Pyre on hit.
Decreased the amount of Injury damage dealt by the Shocking Orb on hit.
Decreased the Injury damage scaling per stack of charge by the Shocking Orb.
The Shocking Orb can no longer spawn with the 'Efficient' modifier.
Alpha-6: First public release
Going Deeper is a single player erotic roguelike/management game. You take on the role of an Inquisitor, a divination mage serving the goddess of knowledge, who has been tasked with investigating the sudden appearance of a dungeon of unknown origin. On reaching the site, you find that a team of Knights from an allied faction is already there. Teaming up with the three female knights, you take on the duty of mission control.
Can you guide them to the bottom of a dungeon, or will they fall to the corruption it throws at them?
Год выпуска: 2022
Жанр: 2dcg, adventure, ahegao, big tits, corruption, fantasy, groping, humor, lesbian, management, masturbation, mind control, monster, monster girl, oral, rape, strategy, teasing, tentacles, turn based combat, voyeurism
Цензура: Отсутствует
Разработчик/Издатель: NRFB - www.patreon.com/NRFB_games
Платформа: PC/Windows/Linux
Тип издания: В разработке
Таблетка: Не требуется
Версия: Beta 1.5
Язык игры: Английский
Язык интерфейса: Английский
When moving between game versions, it is recommended that you finish (win or lose) your current run in the old version or simply start a new game in the new version. Metaprogression (KP, etc.) will carry over between versions, but data changes may cause errors if loading the save of an individual run into a different version than it was started.
Beta 1.5 2023-12-27
Content:
1 New Monster
1 New Trap
6 New Skills
1 New Curse
3 New Monster Status Effects
Added a button in camp (accessible when highlighting your tent) which displays many of the various numbers that are tracked over the course of a run. This is helpful for checking if an ally qualifies for a particular skill, etc.
Also increased the number of variables being tracked by a good amount.
Changes:
Fixed a bug where ally tokens were attempting to call a non-existent method at the end of any animation (this didn't break anything, but it might have looked scary if you were playing the game through a command prompt and got console output for some reason? Actually idk if this would output to console in the release version.)
Fixed a bug where ally tokens playing multiple animations too quickly could get stuck in a lewd expression if one of the animations was them getting sexed.
Fixed a bug where Sucker Punch interacting with certain other effects would crash the game.
Added buttons for next track and pausing music in the dungeon.
Fixed a bug where the "Deeper Curse Embracing" new game+ option was active for curses that were not embraced.
Corruption breaks now cause a small favorability loss
Added persistent particle effects for when an ally has Dodgy or Grace
Added the ability for Witch/Coraline chat messages to have different portraits (and added portraits for existing chats)
Fixed Coraline's "Good Faith Offer" event not checking the total value of tasks completed
Fixed Coraline's "Other Knights 3" event not being added to research notes after viewing
Fixed an issue where certain spells were not properly interacting with the Quality spell.
Affected Spells: Siphon, Contractor, Periodic.
Multiple Scry effects playing at once (such as through the Daybreak spell) should now only play 1 scry sound effect
Buffed Tallying to do 10% of max health as damage rather than 5%
Added particle effect to Siphon, Rebate, Itinerary
Fixed Gluttony's effect not matching its description (because the effect would happen AFTER the curse ranked up, it would apply the damage of the rank above what you would expect)
Changed the max rank of Gluttony because it's current max rank effect doesn't actually make any sense/do anything (it can't absorb another corruption wave)
Fixed Reflexive's associated status effect using Breakfast's icon and Primally Primed's particle effect
Fixed Mind Crystal's Mind Linked event not checking for multiple allies in the same room, only allies in adjacent rooms.
Also fixed the same event not applying shared senses to multiple allies in the same room, only allies in adjacent rooms.
Also also increased priority of this event so that the crystal will always pick this event if it is qualified for.
Debug Menu: Debug being enabled/disabled will be stored in your settings and will attempt to turn itself back on when the game loads if you have previously put in the correct password and checked the debug checkbox
Beta 1 - 2023-11-12
Content:
1 New Coraline scene
2 New camp scrying sex scenes
3 New Mantra status effects
6 New Skills
1 New Curse
4 New Spells
Many additional new game+ bonus/difficulty options
Changes:
Fixed a bug where double corruption waves were causing more temporary corruption gain than intended for allies that do not absorb the wave with a curse.
Fixed scripting in Get The Point causing it to not work properly.
Fixed the description text for all three Stockpile status effects (rather than just the Injury one).
Fixed Trance not reducing Willpower by half its base value.
Fixed several things about Suggestive:
Fixed rank 3 still being able to awaken allies from trance
Fixed ranks 2 and 3 not increasing trance duration
Fixed the compulsion not increasing (and thus not triggering) while the character has the curse at rank 3
Fixed the Perform Action button in the Ally desire manipulation window being enabled before an action was selected, allowing an attempt to do a null action.
Fixed Dissuade only working on some compulsion effects rather than all of them (this spell is implemented terribly aaaaaaa).
Specced In: Attack and Specced In: Disarm will now cause allies to default to not attempting to do the actions that they disable (disarming and attacking respectively), so that they don't get allies stuck in dark rooms.
End floor cutscenes will now be able to be prioritized rather than strictly random if multiple cutscenes were qualified for (previous behavior could lead to the first event where Coraline appears being missed).
Made the end floor loot window no longer display if it has nothing inside of it (if all chests opened on the floor were consumables/empty for example).
The information box drop down in camp will no longer prevent clicking on various buttons.
Added a button to change the currently playing music track in the dungeon and in camp (the camp one specifically being inside your own tent).
NG+: Double Corruption Waves no longer requires picking Faster Corruption Waves II
NG+: Corrupting Curses no longer requires Increased Dispel Cost II
NG+: Decreased the costs of Retain Spell II and III
Changed some things with Stealthy
Description changed a bit
Now has a tooltip explanation
Different ranks of the skill are now one status effect rather than two (easier to work with)
As a result, status effect stat bonuses/penalties can now be conditional on requirement dictionaries (may be useful for modding stuff)
"Stealth" tag changed to "Stealthy"
Changed Dodgy
Now takes effect when dodging a trap OR after gaining Stealthy
Rank 1 buff now stays until damage is taken from an event or Stealthy is lost
Rank 2 buff stays until damage is taken from an event
Removed from the requirements of several other skills
Tactical Retreat (now works off of Stealthy at rank 1), Rebound, Fleetest Feet
Changed some things with Grace
Main skill is now named "Graceful" rather than "Grace"
Now has a tooltip explanation
Now lost when taking Injury damage from any source rather than taking ANY kind of damage from an event.
Slam Dancer now prevents loss of Grace from taking Injury damage.
Reworked Cooperator
Rank 1: This character can Interact with an ally to grant a Morale Bonus of 3 to that ally's Willpower and Health for their next 4 actions.
Rank 2: Same as above, but happens automatically if an ally in the same room defeats a monster
Rank 3: Same as above, but happens automatically if an ally in the same room defeats a monster or disarms a trap
Added ability for checks in dungeon events to be conditional on requirement dictionaries (more only really relevant to modding stuff)
Your current Favorability and Control can now be viewed on each of the three knight's pages in the research notes
Added a forecast of how much Control a given tent action will consume when the action is selected.
I don't know that there's a good way to do the same thing for talking and/or manipulating curses, as the control cost of those things has some randomness.
Lowered the Physique requirement to activate (but not learn) The Alley-Oop.
Removed Acuity
No-brainer boring stat boost with a dumb sword brain penis icon
Debug Menu: Fixed the option to add spells not setting the spell to be active when used in the dungeon.
Debug Menu: Added debug menu option for teleporting a single ally or teleporting all allies to a specified room.
Alpha-16 - 2023-10-08
Content:
2 new Coraline tasks/Boss monsters (note that this update will remove the current Drider information from your save file, which will decrease your total KP until you find her again)
A couple of new camp scenes (I forget exactly how many and it also depends on if you count the boss task introduction scenes)
1 new Skill
2 new Curses
6 new Spells
2 new Trap Status Effects
3 new floors (15 -> 18)
Changes:
Added more auto turn toggles
Stop on gaining Well Rested
Stop on losing Well Rested
Stop on Monster hit
Stop on Trap hit
Stop on finding a Witch's Den
Stop on finding a Shrine
Stop when Scry is off cooldown
Stop on masturbation
Stop on sex
Changed the Reference Poltergeist to classify as a boss.
It does not have an associated Coraline Task, and will not be removed from your save.
Functionally all this does differently is give it the "boss" tag in case that matters for anything.
Added turn indicator/slight dimming of allies when it is not their turn.
Added chest particle effects based on loot rarity.
Added recovery items as random loot in chests.
Added health and combat counter bars for characters in rooms (if you have researched the threats in those rooms enough to see that information).
Added monster/trap portrait popups when a room is first explored.
Added another Retain Spell slot for New Game+
Spells now show their names+descriptions when selected under the Retain Spell New Game+ option(s).
Slightly increased the speed that effect popups above the ally stat boxes display.
Also increased the speed rampup of displaying them when more than 5, 10, or 15 of them are queued to be displayed.
Removed the "minimal pixel font" option from the options menu.
Added ability to set your own font and font size.
Adjusted mouse click/scroll wheel deadzone to not encompass the entire dialogue box when the scroll bar is active.
Dead zone does still exist when scroll bar is visible just in case someone is playing the game without a scroll wheel.
Added small delay when scrolling up/down with scroll bar active before text will go backward/forward.
Allies can no longer trigger their compulsion to masturbate while having sex.
Suffering a Corruption Break during sex now removes any compulsion to masturbate.
Increased the range of time between automatically switching chat messages for the Witch and Coraline's shop windows.
Losing the Sex status effect now grants Clarity.
Monster events which start Sex now require the monster not already be engaged in Sex.
Talking to an ally about a topic which they are sick of now applies favorability loss each subsequent time, but not when the topic is first exhausted.
This is the opposite of how it worked previously, but seems more intuitive. (It's fine to talk somebody about a subject until they're tired of it, but if you keep pushing after that, they'll stop liking you as much)
Clicking the text box in the desire manipulation window will now show all text rather than having to wait for it all to appear over time.
Added the ability to mod in premade room sets and ally tent actions (more information on this when I update the modding docs).
Fixed disarming not causing exhaustion gain.
Fixed Trouble Attraction not actually checking the number of traps a character has triggered.
Fixed an issue where certain tracked numbers (statistics like number of traps defeated, etc) could sometimes fail to be stored correctly.
Fixed damage taken/times scried in camp not being properly tracked for the purpose of skill requirements, etc.
Fixed Weakness of Body/Mind/Spirit rank 2 effect not increasing associated status durations.
Fixed an issue where Coraline could target the wrong character when deals with multiple options selected were made.
Fixed the Early Dream Dungeon new game+ option not setting starting Coraline favor points to 1.
Fixed an issue where the compulsion to masturbate was checking that an ally did not have BOTH masturbation AND clarity rather than EITHER masturbation OR clarity when determining if the compulsion should trigger.
Fixed Unremarkable applying it's rank 1 penalty while at rank 0.
Alpha-15 - 2023-09-07
Content:
7 Coraline tasks
2 Camp scenes
1 new monster
~100 chat messages with the Witch/Coraline
3 new skills
I forgot to write them down and I don't remember what was new last update but there's at least a couple new spells
Changes:
Added Research Notes to the Main Menu.
Research Notes on the Main Menu allows you to rewatch events that you've seen without having to load up the current run.
There is also an option to switch your main character between male and female.
Accessing the Research Notes from the main menu requires New Game+ to be unlocked.
Added option to chat in the Witch's Den (and Coraline's Dream Dungeon).
Fixed game getting stuck when using a directional targeting skill and selecting the direction with the mouse.
Ensured the first Coraline dream would only happen after seeing the floor 7 cutscene.
Fixed Entropic Touch not checking total corruption correctly when determining eligibility.
Fixed an imp CG appearing in the dialogue test script.
Fixed many buttons/UI elements being interactable during sleep.
Curses will now attempt to remove any associated Compulsions when they are denounced.
Applies to: Recluse, Idle Hands, Pity, Saboteur, Suggestive, Mama Bear, Insatiable, Flirty, Anonymity, Oversharing, Sheltered.
Fixed an issue with Drill Down (being more specific than this is difficult).
Various typo corrections.
Alpha-14 - 2023-08-04
Content:
4 Camp scenes
1 (small) new trap
17 Lore notes
2 new skills
4 new spells
Changes:
Added a more compact UI option for the dungeon.
Added an option to cap the game's FPS.
Added a VSync option.
Improved the window used for increasing a skill rank to better show the differences between the two ranks.
Added text+animation feedback to an ally that receives an order.
The previously selected notes entry is now stored when closing the notes menu while in camp
When you research something the research subject will be automatically selected when you next open the notes menu.
Increased the amount of blue in the connection between rooms in order to make them more visually obvious and contrast with the background more.
Fixed an issue where post attack/disarm effects would crash when attempting to be applied to defeated monsters/traps.
Allies will no longer leave space for an ally with the Lost status when moving into/out of a room.
Turned off icon popups/event log messages for the Lost status cancelling other effects.
Fixed some incorrect tooltips in the options menu .
Fixed a crash issue with Shared Senses status.
Fixed an issue where clicking to close a full stat page before it has finished opening could cause the game to get stuck paused.
Added a hard cap to the number of things that can be in the current event stack, preventing crashing due to stack overflows in the event something is bugged and causes an infinite loop.
Fixed Defensive Array failing to remove a stack of Charge on activation.
Fixed an issue where changes to status/skill/curse trackers would always be considered positive for the purpose of triggering other effects.
Fixed Mantras granted by Memetic not removing themselves when hitting 0 duration.
Fixed Gluttony triggering when ANY curse ranks up rather than just when IT ranks up.
Added small delay to displaying sex cg cutins so they appear after any event autoplay.
Fixed special skill button not being set to disabled by Addled (though Addled DOES prevent the activation of special skills).
Let 'er Rip, Strategic, and TTFN now all require knowing each ally's starting special skill in order to learn them.
Fixed the slime room bubble event using the wrong event script and not displaying in the notes menu
Added some protection to skills that are prerequisite for other known skills, making them less likely to be selected by curses for removal when rejecting/denouncing (if the skill is both rank 1 AND the skill it's acting as a prerequisite for is known).
Example: If Elli has Grace at rank 1 and The Beat Goes On at rank 1, curses will avoid trying to remove a rank of Grace unless The Beat Goes On is lost or Grace is upgraded to rank 2.
Added a small outline to Unremarkable's icon to make it look less like an empty/glitched pop-up when it activates.
Fixed being able to sleep during the second "Before Dawn" time slot when you only have 3 time slots remaining in camp.
Added a "Scroll Only" tag for skills that CANNOT be learned naturally and must be imprinted/taught after memorization from a scroll.
Fixed the Reference Poltergeist Hiding event not being listed in the research notes.
Moved the cutscene that was previously at the end of floor 8 to floor 7.
(I may compress plot events more later? I'm still not sure how long a "full" run is going to be in terms of floor count)
Alpha-13(2023.07.03)
Content:
Added Sex mechanics/scenes to several monsters.
Added a list of what damage types/status effects all monsters/traps are able to inflict to research notes.
Requires researching a given threat to research level 2.
Added the ability to view multiple portraits of characters in the research notes based on unlocked scenes.
1 new camp sexy scene
1 new monster
1 new status effect (it's sex)
12 new skills (and a re-adding of the Entropic Touch skill)
2 new curses
1 new spell
1 new monster status effect
Changes:
Set monsters/traps to revert stats to base stats before recalculating stats due to status effects.
This fixes the "invincible flower girl" issue, among some others.
Map generation now waits until a floor start cutscene is completely finished before continuing with other steps.
This fixes the issue where internal dungeon UI state could end up out of sync with how it visually appears when a cutscene is played at the beginning of a floor.
Added a direction picker control for some skills (The Alley-Oop, Parting Shot) rather than having them rely on the character's current destination.
Lowered the amount of particles in camp location boxes.
Added the total number of curse ranks remaining to the second tab of the full ally stat sheet.
Added spell list to research notes. Nothing to actually research at the moment, but some people wanted this to be a thing for whatever reason.
Added a slight tint to the screen edges based on negative stat totals (can be turned off in the display options).
Added a button in the options menu to pop up a list of currently loaded mods.
Fixed Counter Stance scaling off of current attack rather than base attack (the latter was always intended even though the description on the status effect said otherwise).
Fixed an issue where Anonymity's Scry cooldown increase would not work correctly.
Fixed an issue where removing an ally's currently equipped special skill would not remove it from some parts of the UI.
Fixed Addled not stopping special skill activation when activated through the stat box button (and changed the description slightly).
Updated the Desire Manipulation tutorial with images to match the previous UI changes.
Fixed an issue that was preventing the Imp's Booty scene from activating.
Fixed Chunky applying +133% base health and +75% base attack rather than +33% base health and -25% base attack.
Fixed Nullifying applying +110% base complexity rather than +10%.
Fixed Alert Phase applying +125% base accuracy rather than +25%.
Fixed the scroll bar overlapping options in the witch den menu if there are enough options for a scroll bar to be present.
Also fixed the Witch's Den not closing when using the close window keyboard shortcut.
Added "All" as an option to autoplaying events in the dungeon
Also moved the autoplay event options into a dropdown with the options of "None", "New", and "All".
Also also moved the Show All Details and Autoplay event options into the project settings, meaning they get saved in the override config file just like resolution, text options, etc.
Changed Elli's Waking Up Late event to only have a requirement of her having embraced the Sloth curse.
Balance:
Ally Behavior
Allies will now prioritize SOME automatic interactions over attacking/disarming.
Monsters now get an opportunity attack (as in attacking with a bonus) against allies that interact with others instead of doing combat
Status Effects
Nerfed Restricted from 25% of Reflex to 20% of Reflex
Nerfed Drained from 25% of Willpower to 20% of Willpower
Skills
Buffed Parting Shot: Now scales off of Reflex rather than Physique.
Buffed Revenge Journal: Now a special skill. When Special Skill is used, all monsters on the floor are Marked. When this character suffers a Corruption Break, this skill's cooldown is set to 0. No longer requires a skill with the Marked tag to learn. Can no longer be learned naturally.
Alpha-12(2023.06.03)
Content:
Added systems for Interaction and Special Skills
2 new camp sexy scenes
2 new traps
19 new skills
2 new curses
3 new monster status effects
Changes:
Gaining a fury stack (going from 1 -> 2 or 2 -> 3) will no longer display an event in the log stating the character lost Fury status.
Decreased the time before a tooltip will appear over any UI control from 0.5 sec to 0.1 sec.
Added an indicator to show what camp location is currently selected.
Added color coding to the names of allies in their camp activity descriptions.
Most windows that previously would not close when clicking outside of them now do so.
The Desire Manipulation window still intentionally does not
Fixed a bug where monsters/traps that spawned in rooms that had already been explored would not be set as "active" for the purpose of triggering effects when the room was explored again.
Fixed a previous optimization step where monsters/traps that were not set as active would be checked for on scry effects because they would only be counted as active after the scry.
This was mostly an issue with Runic.
Fixed a bug where obstacles remaining to lose Well Rested status was not being properly maintained between floors when not going back to camp.
Fixed errors with text callouts during tutorial.
Fixed the Corruption Wave UI elements showing during the tutorial.
Fixed a bug where the Clarification spell was attempting to change "amount" rather than "duration", causing it to not work.
Fixed a bug where the Shield Maid's initial spawn event would not properly change the room type to a monster room.
Set Lucette's "Concern" scene to not show a hint in the research notes (to not encourage people to seek it out and cause problems for their run).
Fixed an issue that was causing curses with trackers to not properly track their variables (don't know how this wasn't reported)
Balance:
Monsters
Slightly buffed the base stats of many monsters.
Slightly increased stats granted by some monster modifiers.
Increased the minimum floors completed before the Drider can spawn.
Buffed the Pressuring monster modifier to also prevent special skill cooldown from ticking.
Traps
Slightly buffed the base stats of many traps.
Aside from artistic nude, which was veeeery slightly nerfed.
Disallowed Shocking Orb from spawning with Nullifying.
Floor Generation
Decreased the range of how many chests can spawn, especially on later floors.
Status Effects
Flow State is no longer considered a Morale Bonus.
Scatterbrained is no longer considered a Morale Penalty.
Captive now cancels Mobility effects (although there weren't any mobility effects before this).
Skills
Changed Conduit's requirements from 26 Willpower to 13 Focus.
Slightly increased the Willpower requirement for Spellsword from 25 to 26.
Curses
Reverted previous Scatterbrained buff (having scatterbrained not decrease from movement is a PROBLEM as it would mean getting stuck in a daze loop).
Alpha-11(2023.05.03)
Content:
Enabled user made modding (a pretty big deal, I think)
1 new major plot scene
1 new spell
3 new monster status effects
1 new trap status effect
Changes:
Fixed particles with add_particle_on_apply set to true showing in rooms that are not visible/unobscured.
Example: Revenge Journal would apply Marked to all monsters and the particle effect for Marked would appear even if the room hasn't been revealed.
Fixed Flirty sometimes not being set to be revealed when the compulsion goes off... I'm surprised nobody reported this.
Updated desire manipulation menu for more usability
Added a keybind for generic "close window" command, which should close most UI windows (default: Esc)
Fixed liquid latex construct's spawn condition being set to "event seen" rather than "event seen this run"
Added a post-check to allies gaining statuses, this means that many effects that previously were not cancelled when a status gain was cancelled will now be.
Example: Eclipsing Focus skill would cancel the gain of Exposed status, but other effects would still trigger based on that (now cancelled) exposed status gain like Seeing Red.
Memory improvements
Better optimized the taking of "snapshots" of an ally's state at the time of an event so that it doesn't have a lot of useless extra data hanging around in memory.
Removed the "shattering" game over animation. I have reason to believe it was causing occasional crashes for some people on top of being poorly optimized (the shard objects were created but not added to the scene tree until they were needed, thus weren't automatically cleaned up when switching between scenes, causing them to pile up in memory).
Fixed the Flirty interaction not precluding an ally from also Resting that turn.
Moved KP, Encounter Counts, Total Value Given to the Witch, and Advert to the first page of new game+ options
The third page of the new game+ menu is now ONLY difficulty increase options
Balance:
Status Effects
Moved Sleep's exhaustion heal to when the status ticks rather than during the turn the ally spends asleep.
Moved all related sleep effects to the ALLY_DAMAGE_WAS_HEALED post check
Skills
Nerfed Too Rich To Die
Increased Material drive requirement to Intense
Damage Reduction is now capped at [1/2/3/4/5]
If you want to get a lot out of this skill, you better be rich.
Buffed Cull the Weak
Now works on all monsters not tagged as bosses.
Corruption cap lowered to 15.
Buffed Arbor Armor
Stacks of Thorns is now 2/4/6, up from 1/2/3
Monster Status Effects
Runic now gives +2 armor
Exposed granted by Heart Seeking monsters now stacks duration rather than ignoring further applications.
Corruption Waves
Increased the speed of corruption waves on later floors
New Game+
Standardized KP gain from events. Most events now give 10 KP, with some rare ones giving 30.
This decreases the total KP in the game.
Increased KP gain from most difficulty increasing new game+ options
Added more difficulty increasing new game+ options
Alpha-10(2023.04.06)
Content:
Upped the number of floors in a run to 15!
2 new monsters
5 new traps
4 new (ally) status effects
4 new skills
4 new curses
6 new spells
Changes:
Changed event descriptions to (usually) show modifiers on the threats that cause them.
Added a flag so that monsters which retreat can be set to be added to your research log that way.
Non-rearmable traps can no longer spawn with many modifiers that don't make sense for them.
Allies now attempt to keep track of what they were doing before being hit with a behavior altering status effect and go back to doing it once they're free of such status effects.
Added the ability for the game to check requirements and determine what floor to give you next (rather than simply going through them sequentially)
Fixed monster opportunity attacks not actually working.
Turns out this was broken for a while.
Also fixed it being listed as a 25% bonus to attack in the research notes page when it is a 50% bonus (as stated in the tutorial).
Fixed a bug where research could still be done during dungeon time.
Fixed some bugs with Mantra effects not properly being removed when their duration was up.
Fixed a bug where the chest imp spawning would display as an empty room instead of a monster room.
Fixed a bug that was causing multiples of the same skill/spell scroll to not stack in the loot found window at the end of a floor.
Fixed a bug with skill scroll filtering.
Temporarily disabled the Entropic Touch skill.
There's an issue with how DoT effects are handled that I only just realized. It'll be back.
Fixed a bug that could cause expected monster/trap counter damage to calculate incorrectly in the UI (it would still be applied correctly).
Added handling for the edge case where a knight has no curses that they qualify for at the end of a floor.
Balance:
Map Generation
Slightly decreased the base room count of most floors.
Lowered the amount of bonus rooms that can be generated on most floors due to Chaos.
Decreased how linearly most floors will generate (and added map data to set this without changing code).
Lowered obscured room count (especially in early floors) again.
Tweaked Corruption Wave speed values.
Added a Super Rare tier for skill scroll chest reward spawns.
Made lower tiers slightly more common.
Curses
Fixed Rope Bunny
The description of the curse wasn't matching the actual effect in the scripting. They match now.
Also extended the effect to include Restricted.
Buffed Scatterbrained
Gain Dazed when Scatterbrained stacks are >= 5 now at rank 1 and 2 (up from just 2).
At rank 2, Scatterbrained stacks no longer decrease from moving.
Spells
Changed Contractor to work with Foreboder (no longer requires the scry be "natural" for the mark to apply)
Alpha-9(2023.02.23)
Content:
1 new camp sexy scene
2 new monsters
2 new traps
1 new (ally) status effect
8 new skills
2 new spells
Major:
Threat Status Effects
Monsters and Traps (referred to collectively as just "threats" from now on) can now have status effects applied!
Status Effects appear in the room information window that the threat is occupying.
Clicking the icon of a Status Effect will create a window that explains what it does.
Increased the number of spawn modifiers that threats can get, many of which do more than just change their base stats.
Threats now have their own Tags which control what spawn modifiers they can start with, but these will also be useful later for other things
Some Skills that the knights can learn will also be able to apply debuffs to threats.
Spell Scrolls
Spells can now be found in chests in much the same way that Skills can!
Spells found are instantly learned by the Inquisitor.
Any Spell Scroll found that is already known will increase the Inquisitor's maximum mana by 1!
Minor:
Clicking a Status Effect icon in the Room Count window (top right) will create a window that explains what the effect does (without needing to open the knight's full stat page).
Changed many parts of the UI theme, entirely removing one of the fonts and hopefully making things more consistent/easier to read/prettier.
Set particles and sounds of Skills to load before they are first displayed.
This should prevent small lag when a skill is first used, but may slightly increase load times for the dungeon.
Temporarily disabled the Hunting Call Skill
It is being buggy and difficult and will require some changes to how its scripting is handled to work properly. Messy.
Cut several text boxes from the beginning of the intro cutscene
People keep telling me it's too long...
Using the keyboard shortcuts to focus an Ally (defaults of 1, 2, 3, and Tab) will now simulate clicking on that Ally
Makes keyboard playing a little easier
Moving the camera using the keyboard (WASD or arrow keys) now moves exactly 1 room in the input direction.
Changed watching events from the Research Notes menu to allow you to make different choices than the one you made when first viewing the event.
Fixed being able to get multiple Advert spells from the New Game+ bonuses.
Fixed the knights not starting each floor in Explore mode.
Fixed the memorized indicator in the post floor clear loot window not being player colored.
Fixed two bugs where the Gardening Spell would read the Ally's Desire Drive rather than Current value, then immediately remove the Thorns effect that it grants rather than removing itself like it was supposed to.
Balance:
Status Effects
Sweet Dreams Trigger (the one from the glyph trap) now plays a particle effect when the trigger activates.
Pacified will no longer prevent a monster from attacking an Ally if that Ally tried to attack and it was cancelled by the Pacified effect.
Spells
Nerfed Photosynthesis
Casting Scry on a room with an ally that has Thorns in it grants that Ally a buff which heals 1 Injury and 1 Exhaustion at the start of their turn for 5 turns. Moving ends the effect early.
Changed Enkindle to only have an effect on Allies with at least 1 Skill with the Fury Tag.
Nerfed Acuity
Mana cost increased to 3 (was 2)
I don't like this Spell because it is boring and also it has a dumb looking penis brain sword icon, so it might not be around for much longer.
Threats
Some numbers were adjusted/modifier that were not previously spawnable were allowed as a result of the Threat Status Effect system being added.
Changed all Events that previously had stat requirements that were > some number to >= that number.
So if some event required "more than 50 Lust" before it now requires "50 or more Lust".
Increased the amount of variance allowed in intended floor difficulty when selecting spawn modifiers (should result in less "every monster is just monstrous" later in the game)
Chests
Increased the size of the scale of rarity in chest rewards.
Should result in common rewards being more common, rare rewards being more rare, and fewer empty chests.
Alpha 8.2(2023.01.16)
Minor:
Added a button to hide the text box during dialogue.
Fixed a bug that caused Infusion and Stimulant to have incorrect requirements (which made them impossible to learn).
Fixed known Curses gained through Shrines not being automatically revealed when applied.
Added autoturn toggles options in the options menu that will automatically turn off autoturn cycling.
Stop on Corruption Break
Stop when all Allies at Stairs
Added an indicator to the Research Notes menu when research of a given entry is complete.
Added the ability to hide fully researched entries in the research notes window.
Also memorized Skills.
Fixed the increase and decrease buttons in the Shrine menu not being disabled if the ally has already used the Shrine that floor.
Set the Witch and Shrine tutorials to immediately mark the tutorial as seen rather than waiting until after the dialogue is finished, which could previously cause the tutorial to play more than once.
Also set those tutorials to toggle off autoturn when being played.
Allies are now automatically deselected when they move.
Added a tooltip to at least put an explanation of Compulsion effects SOMEWHERE (until a better location for the information is created).
Fixed the Yes button not appearing disabled when attempting to teach an ally a Skill but they have no Skill Points.
Fixed the Sweet Dreams Trigger Trap triggering the incorrect event depending on Willpower.
Fixed Barkskin's requirements only looking at if a character has a Skill with the Thorns OR Defense tags when it was supposed to require both Thorns AND Defense be covered.
Balance:
Camp:
A full night of sleep will now only heal 5 Temporary Corruption total (down from 8).
The amount of Temporary Corruption healed when praying in camp is now dependent on the character's drive for Ideals (1 point + 1 point per desire drive level, so 2 at Low, 3 at Moderate, 4 at High, etc).
Masturbation in camp now heals 66 Lust (down from 75).
Decreased the effect on Current Desires when talking to an ally in your tent.
Increased the maximum Control cost when talking to an entranced ally in your tent (based on ally Willpower).
Increased the minimum Control cost when talking to an entranced ally in tent.
Trance Actions:
Added the ability to do various trance actions when manipulating the desires of an ally in your tent
Dungeon:
Fixed numeric formula for computing difficulty rating of threats (should SLIGHTLY improve balance).
Decreased the base amount of darkened rooms across (almost) all floors.
Does not have an effect on extra rooms.
Skill scrolls now show the Skill's icon as a small popup when opening a Chest (Blank Scrolls are also shown).
Slightly decreased Chest Trap accuracy numbers to match intended difficulty.
Monsters:
Added Armor as a mechanic
Acts as flat damage reduction when attacked by an ally.
The amount of Armor that a monster has is shown in notes/the room information dropdown at research level 2.
Status Effects:
Changed the way that actions cause status effects to tick. It now happens at the end of the current turn rather than at the moment of an action occurring.
This change felt necessary because the way this previously worked was slightly unintuitive. This matters most in the case of combat/disarming. Because durations would tick at the moment of an action happening, anything that happened afterward would then be processed without the status effect.
As an example, if an ally had 1 turn of Thorns remaining and attacked a monster, the Thorns effect would tick immediately and then be removed BEFORE the monster would counterattack. Now the effect will remain until the end of the ally's turn, which will properly include the counterattack.
Compulsion to masturbate is now only checked when an ally takes Lust damage, rather than at the start of every turn (so among other things, characters will no longer be Shaken into masturbating unless the thing that gave them Shaken also dealt Lust).
Skills:
Finish Line:
Fixed the description for the status effect(s) showing the incorrect working stat increase numbers.
Now displays its particle effect/icon only when its associated buff is granted (rather than every time the stairs room is entered).
Go Bump in the Night:
Now lasts until starting a turn without Stealthy (this prevents the case of this buff being lost because the character was GOING to lose Stealthy but then didn't because of Cover of Nature).
Buffed Smite:
Meant to make this not just a less accessible Opening Strike.
Increased damage to 40% of Base Physique (up from 30% of Current Physique).
Can now be learned naturally without a Skill Scroll.
Requirements: Permanent Corruption of 10 or lower and know the Purity Skill. Do not know any Skills with the Corrupt Skill Tag.
Desire Requirements: Drive for Ideals of High or higher and Drive for Triumph of Moderate or higher.
Causes the attack that uses it to ignore monster armor
Curses:
When gained, Curses will no longer start below 10% or above 75% rejected/embraced.
Changed Pride's UI color so it's easier to tell how embraced/rejected this Curse is.
Nerfed Craven:
Now applies Shaken when an ally is hit, rather than when they are attacked.
Because this means it will happen much less often, the number of turns of Shaken applied has been increased by 1.
Nerfed Paranoia:
Rank 1: Grants 1 turn of Shaken every time this character ends their turn in the same room as another ally. Only applies in empty rooms.
Rank 2: Grants 1 turn of Shaken every time this character ends their turn in the same room as another ally. If this effect occurs while this character's Willpower is 50% or less of its base value, grants 3 turns of Shaken instead. Only applies in empty rooms.
Rank 3: Grants 2 turns of Shaken every time this character ends their turn in the same room as another ally. If this effect occurs while this character's Willpower is 50% or less of its base value, grants 3 turns of Berserk instead. Only applies in empty rooms.
Rank 4: Grants 2 turns of Shaken every time this character ends their turn in the same room as another ally. If this effect occurs while this character's Willpower is 50% or less of its base value, grants 5 turns of Berserk instead. Does not apply in the Safe Room or Stairs Room.
Greed:
Now requires that a character have opened at least 3 chests before they can gain it randomly.
Spells:
Withdraw:
Fixed it still requiring Charge even though I thought I removed that.
Reduced the mana cost to 3 (down from 4).
New Game+:
Changed options for Favorability and Control to only increase the initial levels for those numbers rather than carry over the number from the previous run.
Alpha 8.1(2022.12.28)
Bug fixes:
Fixed issues with skills that have multiple tag requirements only assessing the first requirement.
Fixed the Recluse Curse not having a third rank.
Fixed a repeat line of text in the Binding Circle Chest trap events.
Fixed desire requirements for Extraction not matching what was listed.
Fixed Paranoia's effect happening in safe and end rooms during ranks when it shouldn't have.
Fixed being able to reenter the witch's den after making a deal if you clicked quickly enough.
Fixed a bug where Battle Thirst would cause other Fury effects to not grant Fury.
Fixed a bug where Hunting Call could apply more Fury than intended.
Fixed a bug where Events that quench Fury would not trigger Insatiable.
Fixed the discord link buttons on the title screen and credits page not working.
Fixed the Combat Maid repeating herself in her encounter event (Raine version).
Other Changes:
Clicking a Working stat Bonus or Penalty amount in the full stat page now displays a breakdown of how that number was reached.
Skill Scrolls acquired during a floor are now displayed in a window when selecting to go back to camp or continue to the next floor.
Damage dealt by allies when attacking/disarming is now displayed in the "Show All Details" full event list.
Damage healed by monster/traps is now displayed in the "Show All Details" full event list.
Show All Details and Autoplay New Events checkboxes are now stored along with Dungeon Window UI states between floors.
Dungeon window UI state is now stored in the metaprogression file between runs.
Using a Blank Skill Scroll is now always presented as an option when teaching a Skill (even if the ally has available Skill Points).
Memorizing a Skill Scroll no longer consumes a time slot.
Weal and Woe Curse now requires the character have a skill with BOTH the "Morale Bonus" and "Self Buff" tags
Alpha 8(2022.12.21)
Major:
Skill Scrolls, Chests, and Skill Management
The dungeon can now spawn chests containing Skill Scrolls.
Chests can spawn inside their own rooms, or when defeating a monster
Some chests can have traps inside as well!
(Almost) every Skill in the game can be spawned as a Scroll
Using a new menu in camp, you can make use of Scrolls in various ways
Imprint: Consume the Scroll, but grants the Skill to an ally while letting them bypass any Desire requirements the Skill may have!
Memorize: Consume the Scroll, but permanently Memorize the Skill inside for yourself. This allows you to Teach the Skill to any ally that has a Skill Point and meets all of its requirements!
Blank: Changes the Skill Scroll into a Blank Scroll.
Blank Scrolls can be Imprinted onto Allies to grant them Skill Points, or can be used as a substitute to Skill Points when Teaching a Skill!
Corruption Waves
Further into the dungeon, Eschahn's influence will begin to grow more insistent
As a result, later floors will introduce a new hazard, Corruption Waves
Getting hit with a Corruption Wave will increase the rank of a random Curse that the knight has, increasing its effect for the rest of the floor!
If the knight has no Curses, they will instead be hit with a steadily increasing amount of Temporary Corruption.
Shrines
Later floors will also begin spawning Shrines
Each ally can use a Shrine once per floor, giving them three exclusive options:
Offer Devotion: Gain Permanent Corruption, but in exchange the speed of Corruption Waves is also lowered permanently.
Accept Blessing: Gain a Curse (which can be identified beforehand if it is researched), and lower the cost of Dispelling the Curse at the end of the floor to 0.
Denounce: Denounce Eschahn, removing any Curses that have been Rejected by the ally.
Embracing/Rejecting
Embracing and Rejecting now serves an actual purpose
Embracing a Curse will permanently lock its effect. This means that it can still absorb the same number of Corruption Waves, but its effect will never get more severe from doing so.
Rejecting a Curse allows it to be removed at a Shrine by Denouncing Eschahn, however when the Curse is first rejected, it will attach itself to a Skill, taking a rank of that Skill away when the Curse is removed!
Minor:
The Witch can now reveal unknown curses (for a price, of course)
Base Working stats are now shown correctly on the full stat page. Previously, it was not displaying bonus/penalties to base stats.
For example, previously if a character had 12 Strength and 12 Dexterity, their base Physique would always display as 24 regardless of any bonuses/penalties to Strength/Dexterity.
There is now a button to repeat the previous conversation topic when talking to an ally in your tent.
Fixed a memory leak issue with respect to spell effects (scry effects, specifically)
Fixed a bug in the War Scout Beast's encounter dialogue script.
Fixed a bug in the Binding Rope Constrict dialogue script.
Fixed a bug where the Cover of Nature Skill was not actually requiring you to have Thorns.
Fixed a bug where sorting traps by accuracy in the research notes menu was broken.
Fixed a bug where Group Focus would apply to your next scry's cooldown if scry was not already on cooldown when the effect took place.
Fixed a bug where combat counters in the room info dropdown would be inaccurate for monsters/traps that attacked non-standard stats.
Fixed a bug where you were unable to prepare spells during the first time slot of evening in camp.
Added a skip button to the dialogue manager (skipping was always possible via keyboard shortcut but whatever)
Fixed a bug where the keyboard shortcuts to set orders for all allies applied to allies inside rooms obscured by darkness.
Fixed some bugs with viewing events that include music from the research notes menu
Balance:
Ally Base Stats:
The cap for when stat point cost increases to upgrade a given stat is now dependent on an ally's stat preferences. A character's favored stat will need 2 stat points to upgrade when going from 16 to 17+, second favored stat from 15 to 16+, third from 14 to 15+, fourth from 13 to 14+.
This is intended to make the characters feel somewhat more distinct, as you'll be much less able to get them all up the same "all 15" stat line compared to before (if you're even going for end of floor dispels that much still.
If you're curious, as these aren't listed anywhere, favored stat lists are:
Raine: Strength, Vitality, Dexterity, Focus
Lucette: Focus, Vitality, Strength, Dexterity
Elli: Dexterity, Focus, Vitality, Strength
Ally Camp AI:
Allies asked for sex by other allies now check if they would have been willing to pick sex as an activity on their own before agreeing.
This is internal to how activities are decided, but basically it is INTENDED to make it easier to manipulate 1 on 1 sex between knights to happen without the third knight always joining in to make it a threesome. It may be adjusted as time goes on (especially once threesome scenes are actually written).
Status Effects
Sweet Dreams Trigger:
Fixed a bug that was causing it to not be removed after its effect was triggered and sleep was lost.
This effect is now better differentiated from the Sweet Dreams Curse. It is also revealed when it takes effect.
Mimics the first rank effect of the Curse of 4 Lust per turn while asleep, down from 8 Lust and 1 Temporary Corruption.
The associated trap can now cause this effect to happen instantly if it hits and the victim has 14 or less Willpower
Skills:
A lot of stuff just due to the skill system changes
Mostly changes to requirements/desire requirements, which weren't visible before this anyway
Nerfed Purity:
This skill is just too good, man...
Heals [2/3/4] Temporary Corruption on gaining Well Rested, down from [2/4/6]
Now has a Desire requirement of Ideals Drive of Moderate or higher (Base stats Elli does not have access to it)
Is no longer offered as a New Game+ option
Curses:
There are far too many changes to list here. Just throw away any specific knowledge you have of what curses used to do (numbers mostly, most still do the same thing IN GENERAL).
Spells:
Buffed Astir:
Now also grants 1 turn of Clarity when an ally is awoken from sleep, even if woken up unnaturally.
Buffed Wired:
No longer prevents manually choosing to sleep
Now only increases scry cooldown by 3 actions per day without sleep, down from 4.
Buffed Withdraw:
No longer requires Charge stacks to take effect.
No longer requires that the player know the Charged spell to be sold by the Witch
Buffed Impassion:
Now increases current desires for Pleasure and Community by 6, up from 4.
New Game+:
Increased the KP cost of keeping Favorability and Control
Added Charged and Impassion as options
Alpha 7.1(2022.11.30)
Content:
1 new male portrait option
1 new female portrait option
1 new curse
Art added to the "Constricted by a binding rope trap" event
Yeah that's it. This is really just meant to be a bugfix update.
Minor:
Added scry keyboard shortcut (X) to the Options Menu.
Added ally order keyboard shortcuts to the Options Menu for the following orders:
Currently Selected Ally: Set Destination (T), Explore (E), Rest (R), Stay Put (Z), Follow (F), Open Stat Page (C).
All Allies: Explore (Shift+E), Rest (Shift+R), Stay Put (Shift+Z).
Removed the "Ally Event Hints I" option from the new game+ options. Although it will come back, there aren't enough scenes currently to justify it.
The game will now update the metaprogress save file when loading it, rather than waiting for a run to be converted from a current save to metaprogress (this shouldn't really change anything for most people).
Scrying the knights while in the bath is now properly listed in their events list.
Fixed the Bat's flee event showing the wrong dialogue script.
Fixed the "Favorability" and "Control" new game+ options not working properly.
Current Desire will no longer loop back around to a higher/lower amount when changing that desire's drive if the drive is already at the max/min amount possible.
Fixed First Aid/Bedside Manner not applying properly.
Fixed the way that Corruption Breaks are applied so that they do not momentarily apply the corruption as both Temporary and Permanent before zeroing out the Temporary corruption (which could end runs by putting total corruption over 100 for a split second).
Fixed the hint for the "Puppeted by a pair of marionette hands" event to match its actual requirements.
Fixed being able to prepare spells into the daytime time slots when you're supposed to be in the dungeon.
Autoturn advancing turn is now properly turned off by some windows that previously did not do so.
Fixed input errors being thrown to console when moving the mouse over the player character portrait in the camp menu (this didn't break anything, but if you were playing the game through command line for some reason it might have made you raise an eyebrow).
Set turn advance to default to disabled while the map is generating/loading to prevent breaking the tutorial if you happen to be pressing space bar at the very start of it.
Fixed being able to break the tutorial scripting by changing Raine's destination room to an unintended one in the first turn.
Fixed Craven's activation not being listed in the full details event log (and also the curse STILL not working properly).
Fixed the click and hold on ally shortcut from allowing you to set an ally's destination even when you couldn't open their orders menu.
Fixed a bug where curses that were previously gainable were not being removed from eligibility if their requirements were no longer met.
Fixed an issue that was causing the Mama Bear curse activation to crash the game.
Fixed effects that completely remove the Charge status effect (Imbibe, Shocking Orb Supercharged hit) not triggering the Easily Stimulated curse.
Balance:
Ally Camp AI:
There is now always at least a small chance that an ally will resist your control when weakening/empowering a curse.
There is also now always at least a small chance that an ally will fail to resist your control (unless she totally hates you)
Slightly decreased initial favorability of all allies.
Slightly decreased amount of favorability gained from clearing a dungeon floor.
Slightly increased the chance of an ally enjoying a non-tranced conversation in the player's tent.
Alpha-7
Major:
Camp Update:
Although a lot of this ends up being internal, almost the entirety of the workings of the camp menu have been updated/reworked.
Essentially, this means that any event or input that happens in camp can now trigger effects and/or scenes, similar to how the dungeon already works. This sounds vague because it is. It's a VERY wide system in what it allows.
Unfortunately, while the system may be very wide in possible scope, my time to write content for it is much more limited. As the game is still in alpha, the emphasis is on putting these systems in place over completely filling them with content. There are still a handful of scenes that will hopefully give you an idea of what to look forward to more of in the future though.
Time segments are now half as long as they were before, meaning that there are 16 in a day. 6 are used for the dungeon, and 10 are free for you to do as you like.
Sleeping and preparing spells remain the same length of (relative) time as before.
Researching only takes a single time slot (so half as long as before).
You can now join the knights in what they're doing around camp, gaining some favorability with them in doing so.
After a few floors, you can also invite individual knights to your tent, leading into...
Desire Manipulation:
The knights have always had a set of desires that have dictated their actions during camp, but now it has become possible to see and manipulate them!
This content appears at the end of the third floor of the dungeon, so I won't belabor its tutorial here.
While not 100% complete in everything that desire manipulation can do, as with the camp changes, there should be enough to give you an idea of where things are going and what to look forward to.
Active Spells:
Non-passive spells have now been added to the spell pool
Just as with passive spells, some can be obtained as starter spells and some can only be bought from the Witch.
Active spells can be cast in camp only, although their effects may extend beyond that.
Active spells are put on cooldown after cast, and are refreshed by spending time preparing your spells from the Manage Spells menu.
Scry is also an active spell while in camp, allowing you to view some hidden scenes.
There are not very many of these presently
Unlike other active spells, Scry recharges automatically every time slot.
Minor:
Fixed the hanging seals trap requiring the ally to be captured to trigger the disarm event for some reason?????
Fixed the binding rope constrict scene formatting error.
Added a button in camp that will tell you how many days since you have slept, how many dungeon floors you have cleared, if you have loaned any mana to the Witch, and what spell effects you are currently under (active and passive).
Fixed a mistake in the combat maid's attack script causing it to skip the first text box.
Fixed a bug where threats with the 'requires unobscured room' flag set to true could STILL sometimes spawn in obscured rooms.
Revealing the exit to the floor now makes adjacent rooms visible (not explored). This is the same as if you had had an ally explore the stairs room, where it was not before. Previously this could lead to cases where rooms adjacent to the exit were stuck in an invisible state if you had the Witch reveal the exit.
Fixed being able to click the auto turn button while it is disabled and behind the regular next turn button.
Changed one of the fonts to make a better distinction between a 0 and an 8.
Added a save game update to remove previously removed curses (Faintheart and Fatalism) from any save files that still have them hanging around in their metaprogress files, as attempting to research those curses when their data is not in the game would cause a crash.
Fixed spells in the Witch's Den showing an extra icon when clicked for information.
Stat upgrade buttons are now always displayed when the ally has stat points. Clicking the button without enough stat points will display a message stating how many points are necessary to upgrade.
The game now properly distinguishes between events that have happened this run and events that were carried over from new game+. This means that many events that mistakenly ended up being "once per meta progress save file" are now properly "once per run" as intended (this includes the Drider spawn, in case you were wondering why she was so rare).
Added a button to view Research Notes while in the dungeon (no researching allowed in there, obviously).
Clicking and holding left click on an ally for .5 seconds will now skip the orders menu and go straight to 'Set Destination' mode. As this is meant to be a convenience shortcut, it allows selecting EITHER a room to move to OR and ally to follow.
Fixed the Regrowth skill not being flagged as learnable.
Fixed an issue that was causing the Craven curse to not trigger even when you had it.
Fixed an issue that could cause status effects that tick on action to get stuck as non-ticking statuses when moving between dungeon floors.
Fixed the room info window not showing the correct percentage value in the health/complexity counter bars for traps.
Fixed an issue where total KP in the NG+ window would show an incorrect amount when options were automatically deselected because their prerequisite options are no longer selected.
Fixed an issue where hitting 100 Corruption using a Witch's Den would crash the game (also prevented the Witch from giving enough corruption for any ally to hit 100 directly from her, but even if she did that it wouldn't crash anymore).
For convenience, selecting an ally will now display their current status effects in the top right turn count box regardless of what turn it is. Deselecting the ally reverts the displayed status effects to that of the current turn's ally.
Changed the process of converting from a run save to meta save data to hopefully prevent any other cases of crashing due to attempts to access save game data during the process of game over-ing.
Added an "Abandon Current Run" button to the Data section of the options menu. This button will only be available if there is existing save data. Note that this DOES NOT unlock New Game+ on its own, and IF USED BEFORE New Game+ is unlocked normally, does not save any data about the run that is being abandoned.
New Game+ now checks that the previous run has reached the point where magic is introduced before offering the option to retain spellcasting (not that I imagine a lot of people are losing on floors 1 or 2)
Particle effects that occur multiple times at once (example: scrying a room with the charge spell active and all three allies inside) will now mute all but one of the particles in order to avoid layering over each other and potentially being REALLY LOUD.
Fixed a bug where the chance of passing out during research due to lack of sleep was being calculated incorrectly.
Balance:
Ally Camp AI:
Allies will now be more likely to pick activities in camp that actually satisfy their current desires.
Allies will deprioritize relaxation activities if they know they are going to sleep later in the day.
Ally desires no longer increase while that ally is asleep.
Allies deciding to do activities socially is now based more heavily on their current and base desires for Community.
Allies deciding to masturbate or have sex in camp is no longer as reliant on them having high amounts of lust (though that still helps).
Allies will now avoid certain activities during times when they don't make much sense. Mostly doing things out of camp late at night or right before dungeon time.
Ally starting desire drives were increased slightly.
Damage Stats and Resting:
Corruption breaks will now set the breaking stat to 70 (down from 75). This will prevent the awkward cases where a character is getting stunlocked by something (which ideally wouldn't happen in the first place but whatever) and isn't gaining any new corruption from further breaks.
Skills:
Increased Bulwark's Requirements:
23 Willpower and Health was really easy to get. It's still pretty easy to get now, but it's not a complete given just from having good stats.
New requirements: Base Willpower and Health both >= 24 and the character's desire drive for Ideals or Success must be High or greater.
Still on the list for a rework.
First Aid and Bedside Manner:
Will now double check that the Injury damage taken isn't reduced to 0 (such as through Warding) before its effect is applied.
Changed Finish Line:
New Effect: Grants a Morale Bonus that gives a bonus of [3 to Willpower/3 to Willpower and 1 to all other working stats] and prevents Exhaustion gain from moving between rooms after entering the end room of the floor. Lasts until entering the next floor.
This is meant to give the skill a bit more uniqueness. While the morale bonus is nerfed, the new effect can be quite strong for Elli keeping her Exhaustion lowered. It can add up to A LOT of damage prevented if Elli is able to scout her way to the end room early in a floor. This may actually be too strong, but I guess we'll see.
Adjusted Conduit:
Removed the first level of the skill.
Added a requirement of Willpower base >= 26.
Made the icon a bit less EXTREME contrast.
Buffed Spellsword:
Now learnable with any rank of Conduit.
Increased percentage of willpower per stack of charge used from 10 to 20.
Spellsword is a constant drain on any ability to build up charge stacks for any other use, so if you're deciding to opt into it, it should probably have a better payoff.
Also fixed an issue where its particle effect was not displaying on use.
Fixed Barkskin having 'thorns applied counter <= 3' in one of its requirements sets. It is now >= 3 like it is intended to be.
Removed Danger Sense:
Bad skill that encourages sitting around doing nothing.
Also it's associated spell was bugged and causing crashes.
Made Flow State more accessible:
No longer requires 3 applications of Trance.
New requirements: Base Willpower >= 28, Material drive of moderate or higher, Knowledge drive of moderate or higher.
Changed Heartbreaker:
Can now be learned by Lucette
Flavor-wise it made sense for her to not, but now that you can manipulate her desires it seems like a pointless restriction.
Curses:
Masochism:
Will now double check that Injury damage taken isn't reduced to 0 (such as through Warding) before its effect is applied.
Pride:
Fixed the duration not doubling if an ally is present at the time of Wounded Pride application.
Most camp chats that hinted at characters having specific curses now instead require that curse be embraced in order to say them.
Spells:
You will now receive the free spell given by the Witch at the end of floor 2 (based on your dialogue choice) every run.
Removed Sensory:
See the note on Danger Sense above.
Nerfed Brainstorm:
Changed from a passive spell to an active spell.
Only kind of a nerf really. This makes it less flexible, though it doesn't cost any mana now at least.
New effect: On cast, the set of skills ALL allies are currently able to learn is rerolled.
Changed Charge:
Changed name to Charged just because having a spell and status effect that are the same name is confusing.
Buffed Quintessence:
Set the application of Thorns to add duration if the target already had Thorns (previously the new application was ignored).
Added to the random starter spell pool (it was kind of weird to only be gainable in new game+).
Witch:
Increased cost to remove darkness by 5 (this is still stupidly cheap for how good it is).
Increased the maximum number of spells the Witch can possibly offer in one den from 4 to 5.
Slightly increased the likelihood of the Witch offering spells.
Threats:
Lowered Exhaustion damage dealt by many events that cause it.
With the way that the numbers around Exhaustion and Well Rested are balanced, high amounts of exhaustion gained at once can be quite sticky and annoying to deal with.
Many of these exhaustion causing events now cause fatigue/weaken instead.
Added a Flee event to the Bat .
I've heard a couple of stories of people being semi-stunlocked in bat rooms and that's really not intended with a weak enemy like this.
Lowered the amount of desire taken away by the Hanging Seals trap Mute Desires event.
Set Hanging Seals trap Mute Desires event to allow it to change Desire Drives if current desire values are low enough.
Rope of Binding now has Health as its target defense stat.
Floor Generation:
Lowered the lower and upper limits for the amount of walls that generate between rooms (make floors a bit less winding hallway-y).
Changed threat generation to assess possible modifiers in a random order every time.
Changed threat generation to have a small chance to assign a modifier that moves the threat's difficulty rating AWAY from the intended difficulty of the floor instead of closer to it.
This is meant to give at least a CHANCE of Weakling/Runty monsters spawning occasionally (since there still aren't new, high difficulty threats that will naturally get those modifiers in later floors)
This will make the difficulty of threats a bit less consistent between rooms, and may generally make the game SLIGHTLY easier unless level generation does an unusual thing and happens to over-correct for it.
Alpha-6.5
Major:
Linux:
Confirmed that the game ACTUALLY works on Linux now.
UI Quality of Life/Usability changes:
Added a gameplay tab to the options menu
Added options for the camera to focus on allies at the start of their turns, whenever you click to select them, and when they suffer a corruption break.
Added a toggle to enable an auto turn function. When turned on, this toggle will continuously press the button to advance forward in turns until turned off by the same shortcut or by clicking the advance turn button manually.
Added key bindings for several functions.
Added additional options to the event list
Added a toggle to Show All Details for events. This will greatly expand the amount of information shown in the event list for better tracking of stats and effects.
Added a toggle to automatically play new events when they happen.
The room information box is now always opened when you select a room and closed when you do not have a room selected.
The pop out states of UI windows in the dungeon are now saved and restored between floors.
Events added to the Research Notes menu:
Monsters and Traps now show their associated events in their Research Notes entries.
Research Level 1 will show all of the events and simple hints for how to get them.
Research Level 2 will show events that you have seen before by name, and allow you to replay them with any character, while also showing the same hints as level 1 for any events that have not been seen.
Minor:
Fixed a formatting error that would cause the high lust aphrodisiac pollen script for the Pollen Flower monster to fail to start.
Allies will now naturally go back to exploring once they gain Well Rested.
Skills that apply effects that are considered 'Support' are now listed as such in their descriptions for clarity. (I will likely need to think up a better way to show effect tags/categories at some point)
Fixed a bug where the research button would still be visible on fully researched monsters.
Fixed a bug where monsters and traps were still appearing in the notes book even if they were only defeated in obscured rooms.
When getting an ally's list of learnable skills, if fewer than 3 are available, the allies learnable skill pool will refresh to see if there are any they qualify for but don't yet have in their pool.
Removed the ability for the dialogue advance/rewind buttons to have focus (so they won't catch key presses after you click on them).
Fixed a bug that was causing threats with the "requires unobscured room" flag set to true to (almost) never spawn. This was preventing 1 monster and 2 traps from spawning much if at all (and one of those traps happens to be a requirement for 3 more monsters to spawn...)
Fixed a bug where removing darkness from a floor could cause a null reference exception and crash the game.
Added additional pathfinding calls to (hopefully) prevent rare cases where allies would fail to pathfind and crash the game.
Balance:
Damage Stats and Resting:
Resting now restores 2 Lust instead of 1
This is pretty important, balance wise.
Lust is more common of a damage stat than Injury from events, but mitigating effects for Lust are less common than Injury. A bit of a mismatch, which was causing Lust to be somewhat overpowered. Difficult to prevent and difficult to remove. This will make healing Lust intentionally a bit easier.
Allies set to Rest who have over 90 Exhaustion will now stop to take a breather if they are in an empty room, healing 2 Exhaustion per turn.
This is to prevent dumb situations where the safe room is too far to walk to so a character is doomed to suffer a corruption break even with no threats around.
This does not count as an Action.
This does not count toward gaining Well Rested.
This can't be done when under the effect of Well Rested
Status Effects:
Aphrodisiac now shows that it applies 1 point of Compulsion to masturbate per tick.
Skills:
Increasing a skill's rank now refreshes the ally's learnable skills pool.
Buffed Constitution:
Constitution was basically straight up worse than Warding (while also having a higher stat requirement for some reason???). It needed something more to make it worth picking up.
Also it was bugged and causing crashes/unexpected behavior.
Old effect (increased rate of Injury healing while resting) removed.
New effect: Rank [1/2]: Decreases the duration of [Weakened and Fatigued / Weakened, Fatigued, Deeply Wounded, and Aphrodisiac] by 25%.
Fixed Nerf to Bulwark:
This was in the patch notes for the last update but wasn't actually changed everywhere it needed to be files...
This skill is also very much still on the list for rework.
Rank [1/2/3]: Provides allies in the same room a Health bonus of [2/3/5]. Down from [3/5/7].
Changed Danger Sense:
The counter for Danger Sense ranks 1 and 2 now only ticks up if you have Well Rested (which is how it should have always been, although I kind of don't like this skill in general)
Curses:
Nerfed Idle Hands:
This curse makes it quite difficult to handle Lust, as even resting just brings the character closer to masturbating.
Increased the number of turns before the compulsion increases from 2 to 3.
Added more requirements to gaining the curse.
Old: Not have the Chastity skill
New: Not have the Chastity skill, the character's drive for Pleasure must be higher than their drive for Tranquility, the character must have gained Masturbation from another source at least once.
Removed Faintheart and Fatalism:
They're just not very interesting curses and don't change up gameplay enough when you have them.
Reworked Recluse:
Previously this curse just made it annoying to rest, but didn't outright prevent it or anything, just made it take longer some of the time, which isn't really fun or interesting from a gameplay perspective.
New Effect: Whenever this character interacts with another character or has a Support effect applied to them, applies 4 points to a compulsion to cancel the next Support effect applied to them and instead gain a status effect that prevents orders, interactions, or further Support effects for 6 turns.
New Requirement (from no requirements previously): The character's drive for Independence must be higher than their drive for Community.
Nerfed Saboteur:
I actually like this curse thematically and gameplay wise, but it feels like the compulsion hits just a little too fast.
Compulsion gain on disarm with ally present lowered to 6 (down from 8).
New Requirement: The character's drive for Material OR Curiosity must be higher than their drive for Success.
Buffed Pity:
Contrary to the previous curse, this one needs its compulsion to hit faster.
Compulsion gain on attacking a Runty or Weakling monster increased to 4 (up from 1).
Corrected Pride:
The description of the curse now matches the effect of the status effect. The morale penalty was listed as 3 to all stats rather than 4, and specifies its duration in turns rather than actions.
Spells:
Effects that change scry's cooldown no longer apply to automatic scry casts (Foreboder, Signposting) (this was more of a bug than a balance thing)
Decreased scry cooldown increase for Charge to 2 (down from 3)
Decreased scry cooldown decrease for Siphon to 2 (down from 3)
Increased the mana cost of Foreboder to 2 (up from 1)
Threats:
Decreased the amount of Injury damage dealt by the Imp on normal attack.
Slightly decreased the base health of the Shadow Monster.
Decreased the exhaustion damage dealt by the Deep Dream Tea Set.
Decreased the amount of healing done by the Bestial Pyre on hit.
Decreased the amount of Injury damage dealt by the Shocking Orb on hit.
Decreased the Injury damage scaling per stack of charge by the Shocking Orb.
The Shocking Orb can no longer spawn with the 'Efficient' modifier.
Alpha-6: First public release
Тему отредактировал: СынПирокара - 27-12-2023, 17:41
Причина: Тема обновлена до версии Beta 1.5. / Topic updated to Beta 1.5.
Причина: Тема обновлена до версии Beta 1.5. / Topic updated to Beta 1.5.
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Going_Deeper (2 файла)
Going Deeper Beta-1.5 Public (lin).zip (455 Mb)
Going Deeper Beta-1.5 Public (win).zip (453.8 Mb)
Going Deeper Beta-1.5 Public (win).zip (453.8 Mb)