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Apocamorphosis (AMS)
Synopsis: The manifestation of hatred, lust and corruption has spread across the entire planet like a plague; erasing memories, twisting identities and mutating every living organism in it's path. As the last of the free races band together to hold this entity from invading northern Auvora, frightened refugees flee to the southwest for safety...
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Welcome


Recent posts

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Apocamorphosis (AMS)
Public post
Hey everyone 🙂

I’m super exhausted so I’m going to just skip to the details on this post and answer any questions you all might have about it later. Don’t hate me ^_^ !

Patrons:
Anyway, I’d like to dedicate this release to the following individuals…

Jackie
Cloudy
Nicholas R.
Kyrian
Scott B.
Charles Brown
Ajwad
MemeLord
Kuraal
and Dustin M.


Please give them a big thumbs up for helping to support the game and my family this month, I greatly appreciate your generosity and I want to personally thank each and everyone one of you for your continued support this year. As I tell you guys everyone time, if you need to talk to me about anything at all, especially coming up on the busy holiday season, please don’t hesitate to get a hold of me, even if it’s just to chat because you’re lonely or whatever.

Here is some contact information below; which can be found on both www.txtams.com in the “contact me” and www.patreon.com/anonynn on the front page.

But just in case, here are some links.

Twitter:
https://twitter.com/Anonynn1
#AMSGame
#Apocamorphosis

Stream Times; Pacific Time Zone: Post-Poned,
Stream Channel

Don’t hesitate to use any of these to get in direct contact with me at anytime. Also, if you have questions about the game or any codes that you’ve earned these links are the best and fastest ways to get in touch. Plus, I like to meet newcomers and chat with oldies alike. So stop in to say hello if you want because I like to hear from fans 🙂

NEWS:
Save System:—————————
For those who haven’t heard yet, there is a brand new Save System coming for the game in the near future. The story about this starts a long while back when I first realized that the current Save System was no longer adequate (or working), I reached out to this fantastic programmer to help design a new one from the ground up. I even offered to pay him entirely up-front. Unfortunately, he declined for severe depression reasons and that was pretty much that.

This is the reason I started reaching out to programmers in the first place to help try to create a Save System — but that turned out to be a mistake since a lot of the people I was talking to either got bombarded with real life or they were very unreliable/unprofessional.

Well, as it turns out, the same programmer I tried to hire the first time has been working on a brand new save system for Quest since I asked him. He just didn’t want the pressure of getting paid for it and meeting deadlines I guess….But I recently talked with him and the Save System is in the final stages of testing before it can be beta tested for games. AMS will be one of the first to try it out.

WHOO!

You can follow the post discussion HERE.

But anyway, this will be a completely, brand new Save System which means I’ll have to adapt AMS to it and it’ll need a lot of testing. Best thing about it to is that I can add or subtract from the game file and the save system will adapt to that without breaking saves. It’s very exciting.

Let me know what all you think about that!


Old Blog: —————————
Okay! So as I announced the last time, the Old Blog for the game is going Bye Bye, probably next month and this website will take over as the official AMS website. I’ve designed this entirely myself and have incorporated everything into an easy format and set-up. Basically, the old blog can’t compare and cannot do half of the things I’ve already done to this website!

I hope you guys have been enjoying it.

AMS v.0.35A ChangeLog:
Here is the changelog below! Lots of new things have been changed and added. Check them out!

AMS v0.35A

Game Expansion

Event: “Robbery” has been mostly written but is not coded into the game yet.

I’ve begun writing for another Event called “Cabin”. This event is at the beginning stages of description and therefore isn’t coded into the game yet.

Extensive overhaul of the Relationship System. See below!

The Chapter 1 Fire Dousing Puzzle and Endtable/Ottoman Puzzle have been updated and fixed.

New Bad End: Terminal Corruption (see below)!

New Quest Added: Quest 8: The Knight’s Medallion (see below)!

New Item: Mammaretto

New Code Skeletons for Upcoming Items (see below)

Bug Fixes/Changes

The ‘Shadow in the Trees’ event in Chapter 2 has been given a 100% encounter rate for the time being.

I increased the Font Size of the Relations Tab, the Skills Tab.

I have completely revamped the Relationship System to make it a bit easier for Player’s and myself to keep track of. The idea behind this is that now the Player only has to keep track of how many Relationship Points they have with any particular NPC, that’s it. If you don’t have enough Relationship Points with that Companion, than you cannot be intimate with them. This means every Companion has their own threshold that must be reached for intimacy.
Relationship Status: “Hostile” has been removed.
Relationship Status: “Friend” has been removed.
Relationship Status: “Friendzone” has been removed.
Dead Status has been added.
Number of Children has been added.
Companion Status has been added to all applicable NPCs.

Aaleahya’s “Confess to Her” VERB has been Removed.

Aaleahya requires 99+ Relationship Points to be kissed. Kissing her grants +5 Relationship Points and allows the Player to be Intimate which appears as a new VERB “Be Intimate” (this choice will lead to pregnancy in the future). Trying to kiss her before you’ve reached 99+ Relationship Points will cause a -5 Relationship Points.

Hannah’s Flirt VERB and Chat VERB has been removed for the time being. The newer version of her at the end of Part 1 will be where you can speak with her about other topics to raise your Relationship levels.

I have modified the Relations Tab and removed “Acquiantances” as anyone who accompanies you or that is romancable will appear there. The Relations Tab also now displays that Companion’s Relationship Scale.

All Companions now have a displayed Relationship Scale in place of the old system of Friendship, Lover, Friendzone and Hostile.

At the beginning of the Withered Snag incident that leads to Chapter 2, Hannah now starts with 100 Relationship Points.
If you deny telling her about Rold the first time, it’ll drop -10 Relationship Points. However, if you deny her the second time her Relationship Points drop to 0.
If you do tell her about Rold the first time you get +20 Relationship Points. If you decide to tell her the second time you get +10.

Charm Bonus’ have been added to all scenarios/npcs and characters that haven’t had them (ie. Aaleahya and Hannah after the explosion, Rold during the Box Event).

Like Aaleahya, Hannah after the explosion now carries the Kiss Her VERB and the Be Intimate VERB. Be Intimate can only be accessed after you Kiss Hannah (kiss her a second time if you’ve already kissed her) which means your Relationship will have be at 150 or above.

Trying to Attack Rold before he knows you will now drop his Relationship Points with you to 0. Otherwise, if you try to betray him it’ll drop you -15 Relationship Points.

The Help Guide, Relationship System v3.0 has been updated for the Player regarding how the new, more simple Relationship system works.

I have completely gutted and rewrote the Withered Snag, Living Room, Fireplace Douse VERB/Event. I wanted to make the puzzles based more on overall characteristics that could help you proceed rather than just one variable like Intelligence and then Agility.
Now, several variables affect whether or not you’ll succeed in passing the Stat Check. The base passing rate for discovering the Silver Key in the fireplace is 75%. Hunter or Thief Backgrounds earn you a +10% and an Instructor earns you a +5%. Big Saver Specialities can earn you a +6% and Fashionable Specialities can earn you +3. Player Intelligence 2 to 6 can earn you a +5% and anything from 7 and above can earn you an additional +8%. If you succeed, you discover the Silver Key and it’ll be moved into the Living Room as before. If you fail, you will not notice the Silver Key.
Either way, you are brought to the second check; the Fireplace Douse VERB/Event. The base passing rate for successfully diving through is 75%. If you have a Thief background that will earn you +10%. A Dancer Speciality will also earn a +10%. Agilty 2 to 6 will earn the Player a +3% and 7 or greater will give a +5%. Failure will end the event as the Player’s character doesn’t want to risk jumping through and hesitates for too long. Success will lead to a Yes or No choice (which no longer needs to be typed in. It’s a proper menu). Clicking “No” will end the Event. Clicking “Yes” will cause damage to the Player between 1 and 3 damage but they will succeed in reaching the Master Bedroom on the other side.

I have fixed the Withered Snag, Master Bedroom, Ottoman/End Table Puzzle Event. Again, I wanted these puzzles to be less tedious and more solveable for Player’s without sacrificing the quality. The screen properly clears with each message too.
For End Table 1: I upped the chance of discovering the numbers from 15% of the time to 75% of the time. I also high-lighted each of the numbers so they can’t be missed as easily. Once the numbers have been discovered as well, they are moved into the “Search” again scripts. For End Table 2: Again, I upped the chance of discovering the clues from 15% to 75% of the time. I also high-lighted the entire clue and moved a reminder into the “Search” again scripts. Master Ottoman: I’ve added a “Search’ hint in the Ottoman’s description without directly stating it. Fans of classic Text Adventures might appreciate it however. I’ve also removed the direct Intelligence Check and went more broad with the skills that could be utilized to solve the puzzle. It starts with a base of 65% chance of success. Having a Background of Hunter, Explorer or Instructor will given an additional +15%. Having a Speciality of Big Saver or Monkish will earn another +5% and then Player Intelligence is taken into account. 2 to 6 Intelligence will give another +5% and 7 Intelligence or greater will merit +10%. A hidden Failure count will also subtract -20% each time.
Success will grant the Player access to the Master Lockbox. Failure will result in a +1 Failure. Every failure will take -20% of success away (up to 80%/4 failures total). Master Lockbox: I’ve restructured the spacing of the text within and reduced the size of the code since most of it’s handled in a function anyway. I’ve also replaced one of the typing “yes” parts with a proper menu. I’ve also reduced the Corruption gain of this puzzle by -1. It’s now 5 Corruption to pick, 2 Corruption to fail.

Removed a couple “Corruption will end the game references.”

I removed the “Hair Dye” category from the inventory list. Hair Dye will now go into the Body Modification Category.

Hairdye has received an extensive rework: rewrite/recode.

All Miracle Grows have received extensive reworks: rewrites/recodes.

Both the Bottle of Purification and the Vial of Corruption have had their scripts completely revamped and the items have been recoded.

I reorganized the Zombie Bad End so that shorter amounts of text appear on the screen for all the different Dominant Moods. Hopefully that’ll make everything much easier to read ^_^

New Bad End: Terminal Corruption. This is a little tribute to one of my favorite series, Metroid. The tribute is from a specific game, “Metroid Prime 3: Corruption” where if you gain too much Phazon Corruption, Samus basically dies and becomes another Dark Samus. In AMS however, this Bad End can only be achieved if you are first ‘Infected with the Emtropy’ and then you take a Vial of Corruption (without having any Resist to protect you) and having over 50% Corruption. If all the criteria above is met, you have a 25% chance to get this bad end per Vial taken which will basically set the Player on the course to becoming the Knight from the Warrior Event. You essentially become mindless and have your body overtaken by the Emtropy, thus eventually causing the Apocamorphosis to occur and ending the game’s world. Pretty heavy! ((As a warning this ending is very gruesome and graphic but has several randomized sections of the transformation)).

I have gathered/compiled together all the Bad Ends that I could remember (I think I got them all) and moved them to their own seperate library. This way they are together in one place and I’ll have a record of what Bad Endings I have already and what ones still need to be written. I’ll also be able to quickly provide Player’s with lists of Bad Ends in case they want to find them on their own. These Bad Ends, include: Zombie, Vaporization, Shortification, Tallification and Terminal Corruption.

I have added a new category to the in-game Help Guide, “Bad Ends” which will detail what the Player must do in order to achieve all the Bad Ends. Do NOT read it if you don’t want spoilers. I’ll be providing the same warning in-game as well, in case the Player changes their mind about it.

The Warrior/Knight Memory Loss Event, Introduce Yourself scenario now receives the Quest: The Knight’s Medallion. The other way of receiving this Quest is by giving him a blow job in either Submissive or Dominant scenarios.

Added a new category/menu choice, “Abandon” to the Quests menu prompt. I’ve also added, “Go Back” menu choices which will recall the quests command menu. This should eliminate one extra step for the Player to check out Ongoing, Completed, Failed quests. The following quests can be Abandoned:
Quest 2: Waterworks
Quest 3: Leda’s Locket
Quest 4: Avenge Gu’ra’ta’s Honor
Quest 5: Smoke Signals
Quest 8: The Knight’s Medallion

As a not you MUST have the quest in the “Ongoing” section or you cannot abandon it. That means if the quest hasn’t been received, if it’s been failed or completed, you will be unable to drop/abandon it. Don’t worry, I’ve added plenty of ‘turn back now’ prompts in case the Player accidentally bumbles through some of the choices.
*As a second note, the quest will return to the “never having received them” status — meaning you do have the option of going back to some of them and reaccepting them.

New Quest added: Quest 8: The Knight’s Medallion. This quest can be received in Chapter 2 if you run into the Rocky Cliffsides Room’s mini event, Warrior/Knight Memory Loss. If you end up giving him a Blow Job; Submissive or Dominant as a Male OR Female, you will receive this quest. You can also receive the quest by being patient and simply choosing to Introduce Yourself in the choice prompts.

I added the Withered Snag, Upstairs Study, Western Bookcase transformations/body modifications to their own separate library and functions. I actually had to break them up into 5 separate functions because of how large they were. I also greatly reduced the word count in each and meticulously combed through them, modifying all the code since it was incredibly large for Quest to process (I also broke everything up into much smaller paragraphs).
The good news about all of this is, I can create a modified library and add them to the Dirty Water transformations/body modifications in the future. Yay! Needless to say though, this was a massive undertaking, especially since Quest crashed about 30 times. In addition, the Goblin transformation section now calls the new Goblin Transformation Function meaning all of the transformations are in there now instead of only a couple. I’ve been meaning to get around to all of this for a long time now because I knew these scripts would take forever to properly fix and reorganize. Anyway, if something doesn’t flow or read correctly in these sequences, please let me know so I can fix them.

Fixed a minor bracket error in the Relations Tab.

Fixed a bracket error in the Waterhole, Dirty Pond, Settle in the Snow VERB regarding the Asexuallock.

Fixed Abandon not showing up on the Quests Menu Screen.

Added spaces to Skill Tab, Current Stats between each of the categories.

Fixed Zombie Enemies not showing up and then producing 20 million errors.

Fixed the Zombie Enemy Attacks throwing 20 million Subtraction errors.

Fixed some minor bracket and color errors in the Quest Menu Option, Abandon.

All of the Hair-Dyes have been completely rewritten and recoded from the ground up and all of them have been given revamped scripts. Resist now gets drained by consuming ALL hairdye(s). The difference however is that you will receive NO negative effects (whether that particular dye carries them or not). You WILL receive any positive effects however like regainining Health and so on. Also, Hairlength, Bald has received new revamped menu which allows you to toss the particular hairdye if you choose to. You are not required though.

Here are the following changes to each individual dye.
Green: No major stat changes.
Red: No major stat changes.
Black: No major stat changes.
Pink: 50% chance to lose -1 Intelligence.
Dirty Blonde: No major stat changes.
Dark Red: 50% to gain +1 Dominant Mood Sarcasm
Silver: No major stat changes.
White: No major stat changes.
Rainbow: 50% chance to gain +1 Homosexual Sexuality for Males and Females.
Brunette: No major stat changes.
Platinum Blonde: 50% chance to lose -3 Intelligence. 50% chance to gain +3 Lust with another 50% chance to gain a Horny Status. 50% chance to gain +1 Dominant Mood Sexy.
Purple: No major stat changes.
Blue: No major stat changes.
Orange: 50% chances to gain between 1 and 4 Health. (with or without Resist).
Ombre: No major stat changes.
Neon: 50% chance to gain Sick Status.
Pastel: 50% chances to gain Sick Status.
In addition, there are now Intelligence variables in the basic descriptions of many hairdyes which changes the way they are described. There are also Dominant Mood description variants as well for at least 2 or 3 hairdyes.
((If you think of any stat changes I should make to any of these, please feel free to suggest them)).

All of the Miracle Grows have been completely rewritten and recoded from the ground up and all of them have been given revamped scripts. Resist now gets drained by consuming ALL Miracle Grow(s). Again, the difference is that the Player will receive NO negative effects as long as they have Resist. Like with all “I Can’t Believe It’s Magic!” products, there will always be a detriment to using them. Each Miracle Grow comes with a 50% chance to drain 1-3 Health for normal Miracle Grows and between 3 to 6 Health for Mega Miracle Grows.

The Bottle of Purification has been completely rewritten and recoded with revamped scripts. Resist also gets properly drained now as well when you use the item. Again, like the Hair Dye and Miracle Grow items, the difference with Resist is that the Player will receive NO negative effects as long as they have Resist. Like with all “I Can’t Believe It’s Magic!” products, there will always be a detriment to using them.
I changed the base amount of Corruption needed for the changed scripts as well. 1 Corruption to 30 Corruption. That means if you have 30 and under you’ll get a different set of scripts than if you have 31 and above. I also increased the chances of all the scripts proccing; 33% up to 50%, 24% up to 33% and so on.
Resist Scripts:
31 Corruption and Higher
50% Chance: 1 to 7 Corruption Reduction, -2 Maximum Health
33% Chance: -9 Lust, 1 to 7 Corruption Reduction, Horny Removal
24% Chance: 1 to 7 Corruption Reduction, -1 Maximum Health
No Above Procs: 50% Chance to lose -1 Maximum Health
30 Corruption and Under 50% to gain 1 to 5 Health OR -1 Maximum Health
No Resist Scripts: 30 Corruption and Under 50% Chance: 1 to 7 Corruption Reduction, -1 Resist 33% Chance: 1 to 7 Corruption Reduction, -1 Resist 24% Chance: 1 to 7 Corruption Reduction, -1 Resist No Above Procs: -1 Resist 30 Corruption and Under 50% Chance to gain 1 to 5 Health and -1 Resist OR -1 Resist

The Vial of Corruption has been completely rewritten and recoded with revamped scripts. Resis again, also get properly drained with use. Again, like all the other potions, Resist will keep the Player from receiving any negative effects. Like with all “I Can’t Believe It’s Magic!” products, there will always be a detriment to using them.
No Resist Scripts:
49 or Below Corruption
50% Chance: +10 Corruption, +1 Sarcasm Mood Dominance, 50% chance to gain between +1 to 3 Lust, 25% chance to gain +1 or 2 Maximum Health, 25% chance to gain +1 or 2 Strength. Player gains Status Condition: Sick
33% Chance: +15 Corruption, +1 Sarcasm Mood Dominance, 75% chance to gain between +1 to 3 Lust, 35% chance to gain +1 or 2 Maximum Health, 35% chance to gain +1 or 2 Strength. Player gains Status Condition: Sick
24% Chance: +25 Corruption, +1 Sarcasm Mood Dominance, 80% chance to gain between +1 to 3 Lust, 50% chance to gain +1 or 2 Maximum Health, 50% chance to gain +1 or 2 Strength. Player gains Status Condition: Sick
Other: 50% chance to gain +1 Sarcasm Mood Dominance
50 or Above Corruption
50% Chance: +10 Corruption, +1 Sarcasm Mood Dominance, -1 to 5 Health, 50% chance to gain +3 to 5 Lust, 40% chance to gain +2 to 4 Maximum Health, 40% chance to gain +2 to 4 Strength.
33% Chance: +10 Corruption, +1 Sarcasm Mood Dominance, -1 to 5 Health, 70% chance to gain +3 to 5 Lust, 55% chance to gain +2 to 4 Maximum Health, 55% chance to gain +2 to 4 Strength.
24% Chance: +10 Corruption, +1 Sarcasm Mood Dominance, -1 to 5 Health, 90% chance to gain +3 to 5 Lust, 75% chance to gain +2 to 4 Maximum Health, 75% chance to gain +2 to 4 Strength.
Else: 80% chance to gain +1 Sarcasm Mood Dominance, -1 to 5 Health. 25% Chance for Bad End: Terminal Corruption Resist Scripts:

49 or Below Corruption
50% Chance: +1 Sarcasm Mood Dominance, 50% chance to gain between +1 to 3 Lust, 25% chance to gain +1 or 2 Maximum Health, 25% chance to gain +1 or 2 Strength. -1 Resist
33% Chance: +1 Sarcasm Mood Dominance, 75% chance to gain between +1 to 3 Lust, 35% chance to gain +1 or 2 Maximum Health, 35% chance to gain +1 or 2 Strength. -1 Resist
24% Chance: +1 Sarcasm Mood Dominance, 80% chance to gain between +1 to 3 Lust, 50% chance to gain +1 or 2 Maximum Health, 50% chance to gain +1 or 2 Strength. -1 Resist
Else: 50% chance to gain +1 Sarcasm Mood Dominance, -1 Resist.
50 or Above Corruption 50% Chance: +1 Sarcasm Mood Dominance, 50% chance to gain between +1 to 3 Lust, 25% chance to gain +1 or 2 Maximum Health, 25% chance to gain +1 or 2 Strength. -2 Resist
33% Chance: +1 Sarcasm Mood Dominance, 75% chance to gain between +1 to 3 Lust, 35% chance to gain +1 or 2 Maximum Health, 35% chance to gain +1 or 2 Strength. -2 Resist
24% Chance: +1 Sarcasm Mood Dominance, 80% chance to gain between +1 to 3 Lust, 50% chance to gain +1 or 2 Maximum Health, 50% chance to gain +1 or 2 Strength. -2 Resist
Else: 80% chance to gain +1 Sarcasm Mood Dominance, -2 Resist.

New Item: Mammaretto. A Body Modification potion which increases breast size. The main description has been rewritten and the item is ready to be coded. The Consume verb now has a code skeleton too. Again, like all the other potions, Resist will keep the Player from receiving any negative effects, including the Body Modification itself.
No Resist Outcomes
If Breast Size is an I-Cup:
Male/Female variant scripts about discarding the Mammaretto. Yes/No prompt.
Else: Male/Female variant scripts. Dominant Mood variants. Breast Size Increase +1
50% +1 Feminine Facial Features.
50% +1 Lust
33% +2 Lust, Horny Status Enabled.
80% +2 to 4 Health Recovery. Resist Outcomes
If Breast Size is an I-Cup:
Male/Female variant scripts about discarding the Mammaretto. Yes/No prompt.
Else: -1 Resist 50% +1 Lust 85% +2 to 4 Health Recovery.

The Shortification Elixir has begun it’s remaster/recode. I’ve already rewritten the main description and have gotten it ready for complete remastering/recoding.

The following items now have their skeleton coding finished and are usuable (excluding the Intelliga). All I have to do is write their basic descriptions and the body modification scenes themselves and these items will be finished.
Buttavica – Butt Size Increase
Buttminish – Butt Size Decrease
Hip Grow Plus – Hip Size Increase
Hipishrinkten – Hip Size Decrease
Mammarize – Breast Size Decrease
Lipkin – Lip Size Decrease
Intelliga – Intelligence Increase
I should have more simple stat increase/decrease items coming along soon along with all that. I want one for Strength, Agility, Maximum Health, Maximum Carry, Resist and so on. Unfortunately, they’ll be made by the company: “I Can’t Believe It’s Magic!” instead of “Like Magic!” — so they’ll be detriments/debuffs to taking them.

Stats

I’ve added a new Submit Verb to Enemies which causes Damage x3 to Enemies but instantly causes the Player to gain +10 Lust and will bring the Player to the Enemy Dominating scripts once they are written. For now, it only causes the above status’ to occur.

Travel
Event 3: The Robbery
Location: MIDDLE FORK (SOUTH)
Summary: As you trudge through the forest, you suddenly hear a call for help. Could this possibly be a trap, or perhaps a person in distress? Depending on several variables you can investigate this scene or ignore it entirely. Will you report it to the guards later on? Or will you leave the person or people to their fate? Be careful because danger lurks around every corner.

Patreon/Patron/SubcscribeStar/Twitter/Youtube

Added Fang the Hedgewolf to the Help Guide, Thank You Page! Thank you so much for your patience and donation! I super appreciate it ^_^

I have completely revamped the www.txtams.com website and I believe it’s now ready for it’s debut. This will effectively replace the blog over the next coming months and will be the primary launching site for mostly everything I do for the game as it’s customized for it.
((I even posted it’s first blog message there and it looks great and is very easy on the eyes ^_^ ))

I now have a Youtube Series called “AMS Programming” which I will use to help aspiring Programmers/Writers and Developers by taking them through the process of designing a game and everything that goes into it, even answering questions for those that have them. Even if you aren’t interested in programming or developing but you’re curious how I develop AMS then this series is for you. You can also check it out on www.txtams.com the game and studio’s website.
Episode 1: Tree of Stuff and Quest Intro
Episode 2: Creating and Remastering Items (coming soon!)

COMING UP:
More Item Remasters.
More Event Writing
More ‘AMS Programming’ (Episode 3)
Sound Effects for the Game + New Forest Music
More Core Revamps
New Save System

Next Update:
11/~15/2019
~15NOV19

As always, if you have absolutely any questions about anything regarding the game, please let me know and I’ll answer your questions to the best of my ability 🙂

Anonynn

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Apocamorphosis (AMS)
Public post
Status Update + BIG SAVE NEWS @[email protected] 


Hey everyone! 


I know what you're thinking. What the hell kind of title is that?


Well, unless you've been following the Discord you probably have no idea why I didn't update the game around the 15th, or why I haven't posted my usual 'middle month post'.

The answer is because I'm dying. No seriously. I feel like I'm dying (not really). x_X

Apparently, when family visited about four/five days ago, they brought with them the unholy mother of stomach virus'. So instead of being able to spend my time working on the game since then, I've made the bathroom my new domicile. Mostly though, I've been spending my time in bed suffering like a baby. (I've gone to the bathroom twice so far while writing this---and I type 85-90wpm). 


To be honest, I'm kind-of enjoying this forced break a little more than I should be. I spend so much time working in front of my computer on the game and secluded away like some kind of leper that it's nice not be super stressed out about it. 


In the meantime though while lying in bed, I've been writing sex scenes that will appear later in the game, probably with Hannah or Aaleahya, and/or both and probably with a couple of other NPCs coming up depending on how I structure them. I've written straight/gay and lesbian scenes in case you're curious. 


I've also been contemplating about whether or not to even do a Mid-Month Beta Release for October, simply because all I've been really doing is remastering the game's items as voted on by the last poll. I was making some head-way with it too before I got sick...


1) I've fixed up two of the Withered Snag puzzles.
2) I've remastered ALL of the Hair-Dye body modification items.
3) I've remastered all the Miracle Grow body modification items.
4) I revamped and got the website ready. 
www.txtams.com  <-- check it out, it's badass!
5) I've completed gutted and simplified the Relationship System
6) And I've fixed some minor bugs here and there.
7) I've gotten the streams set up and I'm ready to do episode 1. More on that later though.


I'll drop the changelog at the end too if you guys are curious to read what I have so far. But yeah, things were moving at a great pace until I got sick. I do feel a lot better today but I'm not 100%. I'm hoping to get started with stuff again tomorrow but the spouse has been yelling at me to "let myself recover." Hmph. We'll see.

But anyway, while lying there, I've also been trying to figure out what I want to accomplish with the game streams. My idea is to bring them to life with talking, jokes/humor and explaining what I'm doing and why. I also want to help people who are interested in creating games themselves or programming in general, as well as show what goes into development for Apocamorphosis. So every episode might cover a different topic about the game, programming in general or just a live stream of me trying to do something while I work.

I don't know....maybe it's interesting? We'll see. But I've been messing around with format and practicing talking since I've never streamed anything before with my voice (I hate my voice) which means I'll likely be a little embarrassed in the first couple of episodes.

Um, let's see...for the rest of the month, I'm likely going to continue revamping/finishing items in the order that they appear in the game. That means items that currently have no function or scripts (like Liphoria, for example) will hopefully have finished scripts by November. Transformation items are after that and then general items, I believe. 


BIG NEWS:

You'll be happy to hear that .....well, maybe out of some weird twist of fate the three programmers who I tried to hire to help revamp the Save System (all of whom dropped for one reason or another, some without a word) may have saved us both time and money. 


Apparently, someone HAS BEEN developing a NEW SAVE for Quest RIGHT UNDER OUR DAMN NOSES. And nobody had ANY IDEA about it until very, very recently. As it turns out, the original programmer that I asked, the one that I REALLY wanted to create the new System but who rejected the project because of severe depression and stress HAS been working on one all that time. 


AND THE BEST NEWS IS ---- IT'S NEARING COMPLETION AND IS ALMOST READY FOR TESTING. 



^ So this is incredibly exciting and I've already signed Apocamorphosis up to be one of the first testers. Together we can whip that prototype into shape and get the ball rolling.

Of course, I can't make any promises. This is going to be a completely, brand-spanking new Save System and there may be a lot of bugs. It might not work properly in AMS all I can do is wait and see when he completes the library. But there's a light at the end of the tunnel. He likely just needs another couple of weeks to iron out the last bits of it.

Ironically, before I found that out, I found 2 back-up programmers on reddit who are willing to work on the game so I might have them do some smaller little projects while we wait for the save system. 


Anyway! I think that's about it. Here is the changelog of what I finished before getting sick.


Game Expansion


- Event: "Robbery" has been mostly written but is not coded into the game yet. 


- I've begun writing for another Event called "Cabin". This event is at the beginning stages of description and therefore isn't coded into the game yet. 


- Extensive overhaul of the Relationship System. See below! 


- The Chapter 1 Fire Dousing Puzzle and Endtable/Ottoman Puzzle have been updated and fixed.



Bug Fixes/Changes


- The 'Shadow in the Trees' event in Chapter 2 has been given a 100% encounter rate for the time being. 


- I increased the Font Size of the Relations Tab, the Skills Tab. 


- I have completely revamped the Relationship System to make it a bit easier for Player's and myself to keep track of. The idea behind this is that now the Player only has to keep track of how many Relationship Points they have with any particular NPC, that's it. If you don't have enough Relationship Points with that Companion, than you cannot be intimate with them. This means every Companion has their own threshold that must be reached for intimacy. 


Relationship Status: "Hostile" has been removed.


Relationship Status: "Friend" has been removed. 


Relationship Status: "Friendzone" has been removed. 


Dead Status has been added.


Number of Children has been added. 


Companion Status has been added to all applicable NPCs.


- Aaleahya's "Confess to Her" VERB has been Removed.


- Aaleahya requires 99+ Relationship Points to be kissed. Kissing her grants +5 Relationship Points and allows the Player to be Intimate which appears as a new VERB "Be Intimate" (this choice will lead to pregnancy in the future). Trying to kiss her before you've reached 99+ Relationship Points will cause a -5 Relationship Points. 


- Hannah's Flirt VERB and Chat VERB has been removed for the time being. The newer version of her at the end of Part 1 will be where you can speak with her about other topics to raise your Relationship levels. 


- I have modified the Relations Tab and removed "Acquiantances" as anyone who accompanies you or that is romancable will appear there. The Relations Tab also now displays that Companion's Relationship Scale. 


- All Companions now have a displayed Relationship Scale in place of the old system of Friendship, Lover, Friendzone and Hostile. 


- At the beginning of the Withered Snag incident that leads to Chapter 2, Hannah now starts with 100 Relationship Points. 


If you deny telling her about Rold the first time, it'll drop -10 Relationship Points. However, if you deny her the second time her Relationship Points drop to 0. 


If you do tell her about Rold the first time you get +20 Relationship Points. If you decide to tell her the second time you get +10. 


- Charm Bonus' have been added to all scenarios/npcs and characters that haven't had them (ie. Aaleahya and Hannah after the explosion, Rold during the Box Event). 


- Like Aaleahya, Hannah after the explosion now carries the Kiss Her VERB and the Be Intimate VERB. Be Intimate can only be accessed after you Kiss Hannah (kiss her a second time if you've already kissed her) which means your Relationship will have be at 150 or above. 


- Trying to Attack Rold before he knows you will now drop his Relationship Points with you to 0. Otherwise, if you try to betray him it'll drop you -15 Relationship Points. 


- The Help Guide, Relationship System v3.0 has been updated for the Player regarding how the new, more simple Relationship system works. 


- I have completely gutted and rewrote the Withered Snag, Living Room, Fireplace Douse VERB/Event. I wanted to make the puzzles based more on overall characteristics that could help you proceed rather than just one variable like Intelligence and then Agility. 


Now, several variables affect whether or not you'll succeed in passing the Stat Check. The base passing rate for discovering the Silver Key in the fireplace is 75%. Hunter or Thief Backgrounds earn you a +10% and an Instructor earns you a +5%. Big Saver Specialities can earn you a +6% and Fashionable Specialities can earn you +3. Player Intelligence 2 to 6 can earn you a +5% and anything from 7 and above can earn you an additional +8%. If you succeed, you discover the Silver Key and it'll be moved into the Living Room as before. If you fail, you will not notice the Silver Key.


Either way, you are brought to the second check; the Fireplace Douse VERB/Event. The base passing rate for successfully diving through is 75%. If you have a Thief background that will earn you +10%. A Dancer Speciality will also earn a +10%. Agilty 2 to 6 will earn the Player a +3% and 7 or greater will give a +5%. Failure will end the event as the Player's character doesn't want to risk jumping through and hesitates for too long. Success will lead to a Yes or No choice (which no longer needs to be typed in. It's a proper menu). Clicking "No" will end the Event. Clicking "Yes" will cause damage to the Player between 1 and 3 damage but they will succeed in reaching the Master Bedroom on the other side.


- I have fixed the Withered Snag, Master Bedroom, Ottoman/End Table Puzzle Event. Again, I wanted these puzzles to be less tedious and more solveable for Player's without sacrificing the quality. The screen properly clears with each message too. 


For End Table 1: I upped the chance of discovering the numbers from 15% of the time to 75% of the time. I also high-lighted each of the numbers so they can't be missed as easily. Once the numbers have been discovered as well, they are moved into the "Search" again scripts. 


For End Table 2: Again, I upped the chance of discovering the clues from 15% to 75% of the time. I also high-lighted the entire clue and moved a reminder into the "Search" again scripts. 


Master Ottoman: I've added a "Search' hint in the Ottoman's description without directly stating it. Fans of classic Text Adventures might appreciate it however. I've also removed the direct Intelligence Check and went more broad with the skills that could be utilized to solve the puzzle. It starts with a base of 65% chance of success. Having a Background of Hunter, Explorer or Instructor will given an additional +15%. Having a Speciality of Big Saver or Monkish will earn another +5% and then Player Intelligence is taken into account. 2 to 6 Intelligence will give another +5% and 7 Intelligence or greater will merit +10%. A hidden Failure count will also subtract -20% each time. 


Success will grant the Player access to the Master Lockbox. Failure will result in a +1 Failure. Every failure will take -20% of success away (up to 80%/4 failures total). 


Master Lockbox: I've restructured the spacing of the text within and reduced the size of the code since most of it's handled in a function anyway. I've also replaced one of the typing "yes" parts with a proper menu. I've also reduced the Corruption gain of this puzzle by -1. It's now 5 Corruption to pick, 2 Corruption to fail. 


- Removed a couple "Corruption will end the game references."


- I removed the "Hair Dye" category from the inventory list. Hair Dye will now go into the Body Modification Category. 


- Hairdye has received an extensive rework: rewrite/recode. 


- All Miracle Grows have received extensive reworks: rewrites/recodes.



Transformations


- All of the Hair-Dyes have been completely rewritten and recoded from the ground up and all of them have been given revamped scripts. Resist now gets drained by consuming ALL hairdye(s). The difference however is that you will receive NO negative effects (whether that particular dye carries them or not). You WILL receive any positive effects however like regainining Health and so on. Also, Hairlength, Bald has received new revamped menu which allows you to toss the particular hairdye if you choose to. You are not required though. 


Here are the following changes to each individual dye. 


Green: No major stat changes. 


Red: No major stat changes. 


Black: No major stat changes. 


Pink: 50% chance to lose -1 Intelligence. 


Dirty Blonde: No major stat changes. 


Dark Red: 50% to gain +1 Dominant Mood Sarcasm


Silver: No major stat changes. 


White: No major stat changes. 


Rainbow: 50% chance to gain +1 Homosexual Sexuality for Males and Females. 


Brunette: No major stat changes. 


Platinum Blonde: 50% chance to lose -3 Intelligence. 50% chance to gain +3 Lust with another 50% chance to gain a Horny Status. 50% chance to gain +1 Dominant Mood Sexy. 


Purple: No major stat changes. 


Blue: No major stat changes. 


Orange: 50% chances to gain between 1 and 4 Health. (with or without Resist).


Ombre: No major stat changes. 


Neon: 50% chance to gain Sick Status. 


Pastel: 50% chances to gain Sick Status. 


In addition, there are now Intelligence variables in the basic descriptions of many hairdyes which changes the way they are described. There are also Dominant Mood description variants as well for at least 2 or 3 hairdyes. 


((If you think of any stat changes I should make to any of these, please feel free to suggest them)).


- All of the Miracle Grows have been completely rewritten and recoded from the ground up and all of them have been given revamped scripts. Resist now gets drained by consuming ALL Miracle Grow(s). Again, the difference is that the Player will receive NO negative effects as long as they have Resist. Like with all "I Can't Believe It's Magic!" products, there will always be a detriment to using them. Each Miracle Grow comes with a 50% chance to drain 1-3 Health for normal Miracle Grows and between 3 to 6 Health for Mega Miracle Grows. 



Travel
Event 3: The Robbery


Location: MIDDLE FORK (SOUTH)


Summary: As you trudge through the forest, you suddenly hear a call for help. Could this possibly be a trap, or perhaps a person in distress? Depending on several variables you can investigate this scene or ignore it entirely. Will you report it to the guards later on? Or will you leave the person or people to their fate? Be careful because danger lurks around every corner.


Patreon/Patron/SubcscribeStar/Twitter


- Added Fang the Hedgewolf to the Help Guide, Thank You Page! Thank you so much for your patience and donation! I super appreciate it ^_^


- I have completely revamped the txtams.com website and I believe it's now ready for it's debut. This will effectively replace the blog over the next coming months and will be the primary launching site for mostly everything I do for the game as it's customized for it. 


Anonynn. 

4be78ee4 6d37 4fdc a628 11e4e03c3081 120x120 5x5 40x40
Apocamorphosis (AMS)
Public post
Hello everyone! 
Before getting started with the update, I just wanted to introduce the new patrons and dedicate this version to them for their generosity. 
Patrons:
Thank you so much for being so awesome! I greatly appreciate it and so does my family. As you know all of the donations go toward helping me make the game; whether it pays for pictures or audio or let's me work on it more from home instead of doing it as a part-time hobby. ^_^ 
Without further adieu please say hello to the following individuals: 
Franky L., Matt M. and PeelSJ. 
Thank you guys so much!
By now, you've likely already received your Benefits Email that contains all of your codes. However, I did change them for this update so if you need the new codes, please let me know and I'll be happy to send them to you. This includes, everyone else as well. Also, if you have any questions regarding the codes or how to use them, please don't hesitate to contact me by any means that is convenient for you. 
EMAIL:
Patreon:
www.patreon.com/anonyn
Public Discord:
https://discord.gg/y3V4hbN
Twitter:
https://twitter.com/Anonynn1
#AMSGame
#Apocamorphosis
Blog:
http://anonymousynn.blogspot.com
SubscribeStar:
https://subscribestar.adult/apocamorphosis

^ All of these are listed on the main page of the game as well. 

I think that's about it for that. I'm a bit sleep deprived so forgive me @[email protected] 
News:

1) The Save System is NOT fixed yet. I'm not sure what happened with the developer who wanted to work on it but she hasn't contacted me for 12 days or so despite repeated attempts to get a hold of her. Perhaps she lost interest or wanted to drop out of the commitment. If she does get in contact with me again soon, I'll let you guys know.

In response to this, I've already started searching a new website for potential programmers that can help, mainly reddit. It seems to have a lot of professionals on their so I'll be getting in contact with them starting tomorrow. Again, I'll let you guys know what happens with that as soon as I know.

Also, I apologize about the lack of professionalism some of these programmers are showing but all we can do is be patient. When the right programmer that can handle the library shows up, everything should click into place easily enough. Nobody wants it done more than me so imagine your anger/frustration and multiply that by 15 million times. And that's me. xD

2) I've shrunk the game down considerably again. It's down to 30MB -- which is vastly smaller than it used to be. But I think that's about as small as I can currently make it without losing picture or audio quality. That's still too large to upload to Quest Text Adventures. I'll continue working with it though and see what I can come up with.

3) I've decided to start streaming the game creation again --- but this time instead of just silently coding, I might lend my voice to explaining what I'm doing and why. I'll start posting these on YOUTUBE as a little help guide for anyone interested in Game Creation and everything that goes into it. Feel free to follow that Channel and the Streaming Channel if you're interested in learning how I go about doing things ^_^
4) The game's interface has changed a lot and so has the structure of the Stats and Skills etc. Please let me know what you think of these changes and if they can be improved upon for better ease. 


Update:

And for the moment you've all been waiting for! Here is everything added this month. 
v0.34D
Bug Fixes/Changes
- I have fixed the size of Nieva's picture :) It was a liiiiittle too big. Sorry about not catching that.
- I have increased the game's basic font size from 11 to 12. Hopefully that helps a bit with people who have trouble reading the smaller text. 12 is pretty standard print but if it proves to be too big, I may have to reduce it once more. 
- I have changed the game font from Palintino Linotype to Times New Roman. It might make everything easier to read ^_^ 
- I have modifed/rewritten several areas of the in-game 'Help Guide' so that's it completely up-to-date with the current interation of the game. The biggest overhaul has been to the Rest Command obviously since it was recently remastered. Another big change was to the Weather-Seasons-Time of Day-Locations option. I've added Seasons to it and reorganized the information. I might add the Skill-Tree Tiers in the next update as well. 
- I have increased the opening dialogue crawl from 80ms to 125ms. 
- I have removed two variables from the game that weren't really contributing anything and I figured out better ways to go about implementing these particular aspects. One was regarding whether or not you could Rest and use the Trap Command to go fishing. And the second was about indicating whether a room was labeled as a watersource. Pretty useless since if I want to create a water source, I will add it to a room. The more objects to interact with, the better. 
- Fixed this error with the Rest Command, Shelter Category, {color:ivory:Then again, you could change your mind and go do something else entirely if you desire. <--- just a missing bracket.
- Fixed this error with the Rest Command, Shelter Category, {if game.ndcyle=3: even more so right now in the middle of the night}. 
- Fixed an error with the Rest Command, Construct a Rain Catch Category not showing up at all. 
- Fixed an error with the Rest Command, Scavenge for Supplies Category: Error running script: Error compiling expression 'aaleahyascav = True': Unknown object or variable 'aaleahyascav' 
- Fixed an error with the Rest Command, Build a Fire Category. It wasn't displaying text like it should be. 
- Fixed an error with the Rest Command, Build A Trap Category where text was not properly showing up as it's supposed to when choosing certain options. 
- Fixed an error with the Rest Command, Scavenge for Supplies Category where the game thinks that Aaleahya is with you even when she is not. 
- Fixed this error: Error running script: Function not found: 'NightTravelWT'  -- when trying to travel at night. This was some old code on the unfinished rooms in Chapter 2. 
- Fixed an error where you couldn't move back East after moving West (from the Winding Wood to the Rocky Cliffsides, and then back to the Winding Wood) in Chapter 2. 
- Companions can now recover anywhere between 1-3 Health if you do not send them off with the Rest Command, Scavenge Supplies Category in Chapter 2. 
- Fixed this bracket area in the Rest Command, Scavenge Supplies Category: {once:{color:crimson:Warning}:
- I cleaned up some of the code for the Rest Command, obviously the first time through I missed a couple of small things but that should all be taken care of now. It works as intended but that doesn't mean I haven't missed something. If you see an error or something wonky, please report it so I can take care of it. 
- Fixed the Waterhole not displaying it's Verbs properly in both Summer and Winter Seasons. 
- I have reduced the sheer size of all the music in the game greatly reduced the file sizes of each (which means less load times for Quest). This should shrink the game size down as well. My ultimate goal being to upload the game back on the Quest Website so Mac users can play once more but it'll take time to compress images/music one by one.  
- I added the "Warrior/Knight" event to a new library which will be a Compilation of the game's 1st set of events in Chapter 2: The Pebble and the Pond. So after the completion of an event, I will add it to that library. This reduces the stress put on Quest as the game grows larger. 
- Fixed a small bracket error in the Calendar command. 
- I have separated Relationships into a new command and removed that section from the Character Stats. In addition, I revamped the Relationship descriptions which now only displays relevant information like what your Relationship levels are, if your friendship is maxed, if you've kissed or had sex and what their Orientations are. It will also display if that character is deceased now which will replace all that information with a simple "Deceased" status.
I also created two categories within this section: 
Acquaintances: For all the major NPCs you meet.
Companions: For all the Companions that become part of your journey. 
- The Player's Orientation is now displayed in the Personal Information category within the Character Stats Page. 
- Corruption is now displayed in the Personal Information category within the Character Stats Page and is no longer found along the top of the screen. I removed it simply because Corruption isn't game ending anymore so there's no need to worry that much about it. 
- I have re-centered the Player's Health and Gold since removing Corruption from the field made it all wonky looking and off to the side of the Quest box. Seems a lot less congested as a result.
- I removed Save from the top right corner of the game's interface and replaced it with Relations. 
- I updated the Player Interface HUD explanation for New Player's since Corruption was removed and Save was removed and replaced with Relations.
- I created a stylized Relations font for the Relations command. 
- Added a Skills Tab in the Player Interface which will allow the Player's to check their Starting Skills and any Skills Earned after that. This Skills Tab will also give the Player access to the Skill Tree and will display their current Stats so they don't have to keep swapping back and forth between menus. 
- I moved the Patreon Unlocked Codes to the Stats Tab and out of the Player's Description.
- The Skill Tree has been remade into a Command so it can be recalled again and again without the Player having to go into the Skills Tab everytime they want to check something. 
- The Player's description now has larger font for easier reading.
- Fixed several errors regarding the changes made to the Skills and the Skill Tree. 
- The Skills Tab has it's own title now. 


Game Expansion
- Event: "Warrior Memory Loss" has been written and is fully coded into the game. You can encounter this event by heading EAST from the Winding Wood room of Chapter 2 in any scenario.  
- Event: "Shadows in the Trees" has been written and is fully coded into the game. You can encounter this event by heading SOUTHEAST from the Winding Wood room of Chapter 2 in any scenario. 
- Event: "Robbery" has been mostly written but is not coded into the game yet. 
- I've begun writing for another Event called "Cabin". This event is at the beginning stages of description and therefore isn't coded into the game yet. 
- Several Interface/HUD changes.  


Sex
- New Blow Job Scene added for Males and Females with the Knight/Warrior Scenario.


Travel
Chapter 2: The Pebble and the Pond
Event 1: The Warrior's Memory Loss
Location: ROCKY CLIFFSIDES  (EAST)
Summary: You can choose to investigate the sounds of struggle...
[STAT/STORY SPOILERS]
Season, Weather, Time of Day Variables
INVESTIGATE
YES
TIRE OUT
INTRODUCE YOURSELF
Event Ends.
-5 Corruption
+3 Resist
+1 Intelligence
COME ONTO HIM
Event Ends.
Dominant Mood based
Sexy:
GO THROUGH WITH IT
Blow Job Sex Scene Submissive/Dominant Variants
+3 Resist
+2 Sexy Dominant Mood Point
+ New Quest: The Knight's Medallion
NO, BACK Out
No Sex.
+3 Resist
Sympathy:
No Sex. 
-5 Health
+2 Resist
-3 Corruption
Sarcasm:
No Sex. 
Fight Ensues. (see knight stats below)
Serious:
No Sex.
+3 Resist
-2 Health
-3 Corruption
THREATEN HIM
Dominant Mood Based. 
Sexy/Sarcasm/Serious Moods - knight battle.
  (see knight stats below). 
Sympathy Mood - No fight. +1 Resist. 
LEAVE
Event Ends. 
+1 Resist. 
LEAVE
Events Ends: +1 Resist. 
APPROACH ANYWAY
Event Ends. 
Dominant Mood Based.
1) If Resist greater than 0
-5 Resist
-10 Health
-5 Corruption
2) If Resist is 0. 
-10 Health
-3 Maximum Health
-5 Corruption. 
NO
Event Ends.
Gains/Loses Nothing. 
[/STAT/STORY SPOILERS]
Chapter 2: The Pebble and the Pond
Event 2: The Shadow in the Trees
Location: WEST BYWAY (SOUTHEAST)
Summary: While out looking around your temporary camp, something catches your attention...
[STAT/STORY SPOILERS]
Season, Weather, Time of Day Variables
This is one of the smaller events (3k words) that takes into account several factors which will decide whether or not you will proceed on with the next section of the event. You start with a base 60% chance of success. Having a Hunter or Explorer Background will earn you an additional 15%. JuggleSkill also factors in; 2 to 3 will give you a +3% chance, 4 to 6 will give you a +6% and 7 to 10 will give you a +9% chance. In addition, Intelligence plays a role too, 5 to 6 will give you an addition +3%, 7-9 will grant a +6%, 10-13 will grant a +9% and finally 14 to 30 will earn you a +15%. If the Weather is raining you will lose a -10% chance toward success and a -15% if it's Storming. Every other Weather will give you a +5%. 
*There is no penalty for Failing the Check.*
SUCCESS
INVESTIGATE
Investigation Scenario.
No Loot
+1 of 3 Toward Event. (hidden counter).
GIVE CHASE
Give Chase Scenario.
No Loot. 
-1 to 4 Health Loss
+2 of 3 toward event (hidden counter). 
QUICKLY LEAVE
Quickly leave scenario. 
No Loot. 
+0 of 3 toward event (hidden counter). 
FAILURE
The Player fails to notice something important and merely returns to the room's origins which is a large rooted tree. 
[/STAT/STORY SPOILERS]
Event 3: The Robbery
Location: MIDDLE FORK (SOUTH)
Summary: As you trudge through the forest, you suddenly hear a call for help. Could this possibly be a trap, or perhaps a person in distress? Depending on several variables you can investigate this scene or ignore it entirely. Will you report it to the guards later on? Or will you leave the person or people to their fate? Be careful because danger lurks around every corner. 


Patreon/Patron/SubcscribeStar/Twitter
- Added Artusic to the Help Guide, Thank You Page. I appreciate your donation! Thank you so much! :D Hope we get to talk more. 
- The Patreon Codes have changed. If you need the new one's just PM me and I'll be happy to give them to you ^_^


Other
- I have created the skeleton code for the Major Room Events in the following rooms of Chapter 2: 
East Byway
Warrior - Completed
Escapee
((Zombie))
Rocky Cliffsides
Shadow
Alaraune
((GRaid))
Middle Fork
Robbery
Old Hag
((Religious))
Canopy Pass
Abandoned
Scientist
((Bee-Taur))
Hyhot Pass
Rockslide
Drider
((Goblin))
*My idea is to get at least 2 Major Events written and coded for every room before moving onto the next set of rooms beyond the first six of Chapter 2. The Major Events in parenthesis will come later on or as extras when I have extra time (for example, lying down and unable to sleep or needing to break up what I'm working on). So, ideally the end goal is to have 3 Major Events for every Event Room.*
- The Rocky Cliffsides of Chapter 2 has recieved a description revamp and a general description revamp that now includes all Weather and Seasonal patterns for all Times of Day. This will hopefully help the room feel alive. I've also done my best to blend in the Warrior Event into arriving into this room. This means essentially you enter the room, you get a lay out of the area and then the Warrior Event starts (or one of the others once they are written). Concluding the event or leaving it prematurely will place the player, back into the Rocky Cliffsides (or the corresponding rooms for the other events). 
- I have completely revamped the Enemy Creation scripts. Originally, I had Monster type, Zombie type and then Male/Female types all of which were separate and would be inherited by monsters created in game. BUT that was only for that one type of Monster. You can imagine how difficult it was to create a Monster in that format. So what I did was I eliminated the Zombie type and added all of the prerequisites from it to the Monster type. From there, I created a Male/Female Human type --- which means all they had to inherit was the Monster type. After that, I completely adjusted all of the Male/Female script dictionaries and string dictionaries so that when I create a Male/Female human enemy character they will have randomized descriptions and weapons. I also adjusted their attack scripts but haven't done so for the Player's Attacks yet. But yeah, I just made it like 90% easier to create different enemy types and it should be fairly quick and easy (about an hour) of adjusting for all the different races in game. 
I did this in the wake of creating the knight as an enemy and realized I still have to do this for the Cow-Taur race since we have a Minotaur in the game that rarely gets seen by the Player. But anyway! Super exciting!
- New Enemy added: Strange Knight. You will encounter this Enemy if you provoke the knight during the Rocky Cliffsides "Warrior Memory Loss" Event. He's incredibly tough and all of the following information is halved because he's completely exhausted during the encounter. Obviously, the Noble Difficulty version of him is the canon version. 
Regular Difficulty
Attack: 10 damage per attack. 
Health: 150
Defense: 1
Lust: 0


Noble Difficulty 
Attack: 15 damage per attack. 
Health: 300
Defense: 1
Lust: 0
Special Attacks- The knight's two special attacks are based on chance. Here's are variables that affect the chances of these attacks successfully proccing. He starts off with a base success of 80%. The first thing taken into account is Player Agility; Agility between 41-50 = -45%, 40-31 = -35%, 30-21 = -25%, 20-11 = -15% and 10-1 = -5%. Next, Player Specialities are taken into account; Warrior At Heart and Dancer Specialities will take away -10%. And then Player Backgrounds are taken into account; Tavern Bouncer, Thief and Guardsman will subtract another -10%. 
If the chances proc successfully, then it's a 50% chance which of the knight's special abilities will be chosen; Tire Out or Backhand.
Tired Out: If the knight's special attack chances fail to proc, this ability is automatically chosen, in which the knight will display extreme fatigue and will essentially forfeit his turn, meaning the Player in this instance gets a free attack. This ability does no damage and has no debuffs. 
Backhand: This ability is a powerful attack that can still be dodged depending on the Player's stats but if it strikes the Player, they will lose -20 Health instantly in Noble Difficulty but only -10 Health in Regular Difficulty. However, if you have the Badass Tank speciality or 3 Defense or better, you will automatically gain +5 Health back. 
Like with all enemies, the Player is free to run away at anytime they see fit. However, in this particular instance, the knight will disappear if you leave the area and try to come back later. This is because it's assumed he wanders off (in the six hour timespan between coming and going), much like how he was when the Player first encounters him. 
- The East Byway of Chapter 2 has recieved a description revamp and a general description revamp that now includes all Weather and Seasonal patterns for all Times of Day. I've also done my best to blend in the Shadow in the Trees Event into arriving into this room. Concluding the event or leaving it prematurely will place the player, back into the East Byway (or the corresponding rooms for the other events).
- Aaleahya's Health has been reduced, from 30 to 10. She also has a Maximum Health of 10 which can be raised via Questing, same as the Player. This will be implemented later (probably by the next update). 


COMING UP

As voted at the beginning of September, I will be working on the remastering of all the game's items, transformation items and clothing for the month of October. 

- This essentially means revamped item descriptions and code. 

- New transformation item skeletons (maybe even several new ones). 
- Revamped clothing descriptions. 
Keep in mind this is a massive undertaking, in spite of having worked on most of the clothing already, I'm also going to be implementing some HUGE changes to these items and how they function. 
I am cleaning house with this. 
In the meantime, I'll still be working on New Events while I lie down in bed (usually just transfer what I write by email).
Next Update:
November 3rd 2019

03NOV19

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

As always if you have any questions about any of this, please let me know :) I'll be happy to speak with you.



Anonynn. 




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Apocamorphosis (AMS)
Public post
4be78ee4 6d37 4fdc a628 11e4e03c3081 120x120 5x5 40x40
Apocamorphosis (AMS)
Public post
AMS 0.34D-MidMonth Beta + New Patrons + Poll Results

Hello everyone!
I'm so sorry about the delay of the release. It was supposed to be out yesterday but I wasn't feeling one of the new sex scenes, so I wanted to rewrite it from scratch today. Plus, I needed some time to double check fixes and all that.
Also, if I don't seem my normal chipper self, I promise I am, this is just the toned down exhausted version (I'm heading straight to bed after this). @[email protected]

New Patrons:
Before jumping into details though, let's see the patrons that I'm proudly dedicating this release to! ^_^ Please give a warm welcome and a thank-you to these following individuals (if you have the time) as it's people like them that make working on the game even possible.
 
Kurokochi
Jack F.
Artusic
William P.
Hans


With that said, I sincerely thank you all of you out there for your donations, my family and I are humbled by your continued support. I hope that I can continue to inspire such generosity through hard-work and dedication as a developer.

Also, if you haven't, please take a moment and come talk to me. I like it when people say hi.

If any of you need to get in contact with me as well for any reason whatsoever, you can find all of my contact information on the front page of the Patreon but if you need those links again...here they are. Please, don't hesitate to ask questions or to share a little bit about yourself when you're ready. 

EMAIL:
[email protected]
Twitter:
https://twitter.com/Anonynn1
#AMSGame
#Apocamorphosis
SubscribeStar:
https://subscribestar.adult/apocamorphosis

And if you need anything at all, I'm available pretty much all the time as I have multiple devices to keep in contact with all of you. To the current donators, you should have already received your Benefits Emails. If you haven't, please let me know immediately so I can get those to you. Happy to do it!

Poll Result:
The people have spoken! And the top two winners of the Poll are: 
1) Item, Transformation and Clothing Remasters
2) Original Plan:  Complete the 10+ travel events, go back and remaster items and clothing, revamp the transformations (close out Chapter 1) and then create all the known enemies for Chapter 2. 

This means that next month, all I'll be working on is Item Remasters, Transformation Restructuring and Clothing Remasters until they are finished. And then the month after or depending on how fast I get those done, I'll continue with Chapter 2 events and go on with the original plan. 

For the remainder of this month, I'm going to finish up the second event: "Shadows in the Trees". It should prove to be rather quick. From there, I may get an early start on the transformation items as I want to include several new ones that I've written but haven't had the time to code.
ChangeLog:
v0.34D- Midmonth Beta
Bug Fixes/Changes
- I have fixed the size of Nieva's picture :) It was a liiiiittle too big. Sorry about not catching that.
- I have increased the game's basic font size from 11 to 12. Hopefully that helps a bit with people who have trouble reading the smaller text. 12 is pretty standard print but if it proves to be too big, I may have to reduce it once more. 
- I have changed the game font from Palintino Linotype to Times New Roman. It might make everything easier to read ^_^
- I have modifed/rewritten several areas of the in-game 'Help Guide' so that's it completely up-to-date with the current interation of the game. The biggest overhaul has been to the Rest Command obviously since it was recently remastered. Another big change was to the Weather-Seasons-Time of Day-Locations option. I've added Seasons to it and reorganized the information. I might add the Skill-Tree Tiers in the next update as well. 
- I have increased the opening dialogue crawl from 80ms to 125ms. 
- I have removed two variables from the game that weren't really contributing anything and I figured out better ways to go about implementing these particular aspects. One was regarding whether or not you could Rest and use the Trap Command to go fishing. And the second was about indicating whether a room was labeled as a watersource. Pretty useless since if I want to create a water source, I will add it to a room. The more objects to interact with, the better. 
- Fixed this error with the Rest Command, Shelter Category, {color:ivory:Then again, you could change your mind and go do something else entirely if you desire. <--- just a missing bracket
- Fixed this error with the Rest Command, Shelter Category, {if game.ndcyle=3: even more so right now in the middle of the night}. 
- Fixed an error with the Rest Command, Construct a Rain Catch Category not showing up at all. 
- Fixed an error with the Rest Command, Scavenge for Supplies Category: Error running script: Error compiling expression 'aaleahyascav = True': Unknown object or variable 'aaleahyascav' 
- Fixed an error with the Rest Command, Build a Fire Category. It wasn't displaying text like it should be.
- Fixed an error with the Rest Command, Build A Trap Category where text was not properly showing up as it's supposed to when choosing certain options. 
- Fixed an error with the Rest Command, Scavenge for Supplies Category where the game thinks that Aaleahya is with you even when she is not. 
- Fixed this error: Error running script: Function not found: 'NightTravelWT'  -- when trying to travel at night. This was some old code on the unfinished rooms in Chapter 2. 
- Fixed an error where you couldn't move back East after moving West (from the Winding Wood to the Rocky Cliffsides, and then back to the Winding Wood) in Chapter 2. 
- Companions can now recover anywhere between 1-3 Health if you do not send them off with the Rest Command, Scavenge Supplies Category in Chapter 2. 
- Fixed this bracket area in the Rest Command, Scavenge Supplies Category: {once:{color:crimson:Warning}:
- I cleaned up some of the code for the Rest Command, obviously the first time through I missed a couple of small things but that should all be taken care of now. It works as intended but that doesn't mean I haven't missed something. If you see an error or something wonky, please report it so I can take care of it. 
- Fixed the Waterhole not displaying it's Verbs properly in both Summer and Winter Seasons. 
- I have reduced the sheer size of all the music in the game greatly reduced the file sizes of each (which means less load times for Quest). This should shrink the game size down as well. My ultimate goal being to upload the game back on the Quest Website so Mac users can play once more but it'll take time to compress images/music one by one.  


Game Expansion
- Event: "Warrior Memory Loss" has been written and is fully coded into the game. You can encounter this event by heading EAST from the Winding Wood room of Chapter 2 in any scenario toward the Rocky Cliffsides.  14500 words. 
- Event: "Shadows in the Trees" has been written but is not coded into the game yet. 
- Event: "Robbery" has been mostly written but is not coded into the game yet. 
- I've begun writing for another Event called "Cabin". This event is at the beginning stages of description.  

- New Blow Job Sex Scene Submissive/Dominant Variations. 


Travel
Chapter 2: The Pebble and the Pond
Event 1: The Warrior's Memory Loss
Location: ROCKY CLIFFSIDES  (EAST)
Summary: You can choose to investigate the sounds of struggle...
[STAT/STORY SPOILERS]
Season, Weather, Time of Day Variables
INVESTIGATE
YES
TIRE OUT
INTRODUCE YOURSELF
Event Ends.
-5 Corruption
+3 Resist
+1 Intelligence
COME ONTO HIM
Event Ends.
Dominant Mood based
Sexy:
GO THROUGH WITH IT
Blow Job Sex Scene Submissive/Dominant Variants
+3 Resist
+2 Sexy Dominant Mood Point
+ New Quest: The Knight's Medallion
NO, BACK Out
No Sex.
+3 Resist
Sympathy:
No Sex. 
-5 Health
+2 Resist
-3 Corruption
Sarcasm:
No Sex. 
Fight Ensues. (knight stats below)
Serious:
No Sex.
+3 Resist
-2 Health
-3 Corruption
THREATEN HIM
Dominant Mood Based. 
Sexy/Sarcasm/Serious Moods - knight battle. 
Sympathy Mood - No fight. +1 Resist. 
LEAVE
Event Ends. 
+1 Resist. 
LEAVE
Events Ends: +1 Resist. 
APPROACH ANYWAY
Event Ends. 
Dominant Mood Based.
1) If Resist greater than 0
-5 Resist
-10 Health
-5 Corruption
2) If Resist is 0. 
-10 Health
-3 Maximum Health
-5 Corruption. 
NO
Event Ends.
Gains/Loses Nothing. 
[/STAT/STORY SPOILERS]
Event 2: The Shadow In The Trees
Location: EAST BYWAY (SOUTHEAST)
Summary: As you walk along you suddenly notice that the entire area of forest around you has become abnormally quiet. Upon glancing up, you see a pair of gleaming eyes watching you from the trees...How will you react? Is this perhaps a second companion or an enemy watching you from the shadows and waiting to strike...
NOT CODED
Event 3: The Robbery
Location: MIDDLE FORK (SOUTH)
Summary: As you trudge through the forest, you suddenly hear a call for help. Could this possibly be a trap, or perhaps a person in distress? Depending on several variables you can investigate this scene or ignore it entirely. Will you report it to the guards later on? Or will you leave the person or people to their fate? Be careful because danger lurks around every corner. 
NOT CODED


Patreon/Patron/SubcscribeStar/Twitter
- Added Artusic to the Help Guide, Thank You Page. I appreciate your donation! Thank you so much! :D Hope we get to talk more. 


Other
- I have created the skeleton code for the Major Room Events in the following rooms of Chapter 2: 
East Byway
Warrior - Completed
Escapee
((Zombie))
Rocky Cliffsides
Shadow
Alaraune
((GRaid))
Middle Fork
Robbery
Old Hag
((Religious))
Canopy Pass
Abandoned
Scientist
((Bee-Taur))
Hyhot Pass
Rockslide
Drider
((Goblin))
*My idea is to get at least 2 Major Events written and coded for every room before moving onto the next set of rooms beyond the first six of Chapter 2. The Major Events in parenthesis will come later on or as extras when I have extra time (for example, lying down and unable to sleep or needing to break up what I'm working on). So, ideally the end goal is to have 3 Major Events for every Event Room.*
- The Rocky Cliffsides of Chapter 2 has recieved a description revamp and a general description revamp that now includes all Weather and Seasonal patterns for all Times of Day. This will hopefully help the room feel alive. I've also done my best to blend in the Warrior Event into arriving into this room. This means essentially you enter the room, you get a lay out of the area and then the Warrior Event starts (or one of the others once they are written). Concluding the event or leaving it prematurely will place the player, back into the Rocky Cliffsides (or the corresponding rooms for the other events). 
- I have completely revamped the Enemy Creation scripts. Originally, I had Monster type, Zombie type and then Male/Female types all of which were separate and would be inherited by monsters created in game. BUT that was only for that one type of Monster. You can imagine how difficult it was to create a Monster in that format. So what I did was I eliminated the Zombie type and added all of the prerequisites from it to the Monster type. From there, I created a Male/Female Human type --- which means all they had to inherit was the Monster type. After that, I completely adjusted all of the Male/Female script dictionaries and string dictionaries so that when I create a Male/Female human enemy character they will have randomized descriptions and weapons. I also adjusted their attack scripts but haven't done so for the Player's Attacks yet. But yeah, I just made it like 90% easier to create different enemy types and it should be fairly quick and easy (about an hour) of adjusting for all the different races in game. 
I did this in the wake of creating the knight as an enemy and realized I still have to do this for the Cow-Taur race since we have a Minotaur in the game that rarely gets seen by the Player. But anyway! Super exciting!
- New Enemy added: Strange Knight. You will encounter this Enemy if you provoke the knight during the Rocky Cliffsides "Warrior Memory Loss" Event. He's incredibly tough and all of the following information is halved because he's completely exhausted during the encounter. Obviously, the Noble Difficulty version of him is the canon version. 
Regular Difficulty
Attack: 10 damage per attack. 
Health: 150
Defense: 1
Lust: 0
Noble Difficulty 
Attack: 15 damage per attack. 
Health: 300
Defense: 1
Lust: 0
Special Attacks- The knight's two special attacks are based on chance. Here's are variables that affect the chances of these attacks successfully proccing. He starts off with a base success of 80%. The first thing taken into account is Player Agility; Agility between 41-50 = -45%, 40-31 = -35%, 30-21 = -25%, 20-11 = -15% and 10-1 = -5%. Next, Player Specialities are taken into account; Warrior At Heart and Dancer Specialities will take away -10%. And then Player Backgrounds are taken into account; Tavern Bouncer, Thief and Guardsman will subtract another -10%. 
If the chances proc successfully, then it's a 50% chance which of the knight's special abilities will be chosen; Tire Out or Backhand.
Tired Out: If the knight's special attack chances fail to proc, this ability is automatically chosen, in which the knight will display extreme fatigue and will essentially forfeit his turn, meaning the Player in this instance gets a free attack. This ability does no damage and has no debuffs. 
Backhand: This ability is a powerful attack that can still be dodged depending on the Player's stats but if it strikes the Player, they will lose -20 Health instantly in Noble Difficulty but only -10 Health in Regular Difficulty. However, if you have the Badass Tank speciality or 3 Defense or better, you will automatically gain +5 Health back. 
Like with all enemies, the Player is free to run away at anytime they see fit. However, in this particular instance, the knight will disappear if you leave the area and try to come back later. This is because it's assumed he wanders off (in the six hour timespan between coming and going), much like how he was when the Player first encounters him. 

Enjoy the update! Let me know if there are any problems! :D 

Anonynn. 




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Apocamorphosis (AMS)
Public post
Hey everyone ^_^ 
I apologize about the two day delay of the release but for the past two weeks or so we've been moving to another place and getting into our new rental. We've been so busy unpacking and setting things up, fixing things, buying supplies and organizing. I've also been transferring bills over, paying off old ones that no longer apply. It's been exhausting to say the least. Not to mention getting to know the new town. 
I literally just got my computer back up and running last night and internet like an hour before that. 

Before I get into the news though, I'm going to try something different regarding meeting patrons and welcome back old ones as well! Please give a warm welcome to the following individuals. This update is dedicated to them. 

Special Thanks To: Michael J.K, FauxFox, Bill, Jesse, Speedy, Quagg, Bobby H., Christian I., Snaxey, Danny B., WRcross, Umbreil45, Joshua V., JSMou, Kardius, Patrick L. and Mario K.

Thank you all so much for contributing toward the development of the game. My family and I greatly appreciate it as any financial help is a godsend! Your generosity goes a long way so I just wanted to personally thank each of you---and everyone else who continually push to make the game better. 

You all should be receiving a Benefits Email as well which will contain all of your codes and how to use them as well as any other benefits you've earned. If you have any questions regarding any of them or questions about the game in general you can reach me in the following ways: 

Public Discord:
https://discord.gg/y3V4hbN 

Twitter:
https://twitter.com/Anonynn1
#AMSGame
#Apocamorphosis

Thank you all again for your generosity. I hope I am meeting or exceeding your expectations, and I hope that the game is getting better and better as time goes on. If you would like to discuss something regarding it, please get in contact with me. ^_^ 

News:
Alright!

1) So I've got some good news. I found a secondary programmer who can help with the Save/Load System. We were both in the middle of a move when we contacted each other so things got delayed slightly, but we're back in communication again and hashing out the details of what I'm looking for and what we can do with the system. It's looking pretty good!

2) Although I wasn't able to work on the game directly while I was in the middle of the move for the last two weeks or so, I have been hard at work writing the specialized events on my phone. I have completed the main event dialogue for 2 of them and I am almost finished with a 3rd. This does not include the variations of those events (although I have made notes within each).

Through these events the player will be exposed to a variety story-lines happening throughout the forest simultaneously and sometimes you will be offered glimpses into what's to come and other times, you'll be offered Quests with the right decisions or companions with other decisions. I'm very excited for these as I've been waiting to write them for quite a long time. 

Unfortunately, they will not make it into this update as I haven't been able to code them into the game, I've only been able to write the story-lines. I'm hoping to add the details and variables into each by the 15th-17th of this month so $5 patrons can test them for me. But they should be available during the next update. 
The three events are: 
The Warrior's Memory Loss
The Robbery
The Shadows in the Trees

*See Details in the Changelog* 
With that said, let's get to the changelog and the update itself so you guys can see what has changed for this version. 

UPDATE
AMS v0.34C
Changelog
v0.34C
Bug Fixes/Changes
- Player Race now gets properly updated along with Body Parts like it’s supposed to! 
- Fixed Worn Out Shoes being Unremovable. 
- Fixed: an Index Error with the Rest Command regarding building Shelters
- Added Rold's Sex variable. 
- Fixed a couple of spelling errors and grammar mistakes here and there throughout the Rest Command. Nothing major, just a couple of minor things from typing too fast >.< . If you see anymore, let me know.
- Removed the Flirt Verb with Rold and replaced it with Proposition (which will allow you to have sex with Rold if you haven't yet, or to repeat sex with him if you want to). This means there are roughly three variations of this scene. Obviously, you must meet the right parameters by being Female as he will reject Male companionship. This option is available for all Dominant Moods. You cannot use this option until you have actually met Rold. You will earn +2 Relationship Points with him per bang. Remember the scenario slightly changes based on several factors including how much Lust and how Horny you are. 
- Changed the Chit Chat Verb with Rold and replaced it with Idle Conversation. This verb is repeatable to an extent. Each time you use it, there's a 50% chance that it'll be removed from available topics. But when you use it, you have a 50% chance to gain +5 Relationship Points with him, or a 33% chance to lose -3 Relationship Points with him. There's also a third scenario where neither scenario happens (which will NOT trigger the topic removal). You can repeat this until the topic is removed by the proc. Probably a good thing since you shouldn't bother Rold more than you have to! You cannot use this option until you have actually met Rold. 
- I greatly reduced the size of the game file, hopefully this will allow me to start uploading to Quest Text Adventures again. If not, well, smaller game means easier to load and less prone to crashing! Hurrah! 
- Fixed a missing script with Rold's, Flirt With Him Scenario for Sexy Dominant Mood Males. I guess during the massive rehaul when that entire script was throwing a Memory Error that one script got lost somewhere! It has been restored. 
- Having Sex with Rold is now properly updated in the Player's Stats. 
- Fixed a couple of expression errors with Jensen. Let's see if they stay fixed this time >.< ! These expressions sometimes cause errors to pop up. 
- "Chapter 2: Into the Wild" has been changed to "Chapter 2: The Pebble and the Pond". This title suggests that actions you've already taken have started their ripple across the game's world and that the more choices you make the more of an impact you will have on the world surrounding the Player. And it's foreshadowing that consequences that don't seem like a big deal now, will be. 
- I think I finally fixed this: Error running script: Error compiling expression 'player.lust=7': CompareElement: Operation 'Equal' is not defined for types 'Boolean' and 'Int32' - when speaking with Jensen. Thanks to a very detailed explanation from Quagg, I was able to narrow down the exact place that the error was coming from and I have tested it 5 different times/playthroughs without coming across the error again. Basically, there was no specific place where Lust was being turned into a boolean but when it did, the turnscript for Lust would try to find an integer but wouldn't be able to, thus the turnscript would throw that error again and again. I found a place in Jensen's interaction that had: "player.lust = player.lust = 0" <--- which is wrong. This specific code is what I use for reducing a stat or increasing a stat; for example, player.strength=player.strength + 1. The correct format for this particular piece of code is: player.lust = 0. So let me know if it happens again, but I'm pretty sure I caught this in every instance and I haven't been able to replicate the error anymore since fixing it. 
- I've greatly sped up the rolling text dialogue from Callie (35ms to 80ms). Let me know if it's still too slow.
- The Player's Dialogue now has a color (NavajoWhite) that separates it from the rest of the description text so that it stands out and from the other character/NPC text. It's sort of a unique color in the game, so hopefully it'll always catch your attention without blinding you. This was about 10 hours straight and I scoured through 60,000 lines of code, so if I missed something or dialogue isn't showing up right in an instance or two. Let me know so I can fix it. 
- The Test Item Cache was sending items to it's original location, The Waterhole. This is fixed. It will now place items in the Caravan Room. 
- I fixed Aaleahya's scripts in both the Storage Facility and in the Guest Bedroom. Apparently, I had the scripts set-up to proc if she was in the Kitchen with the Player and Hannah. This means they wouldn't have been showing up. 
- Corrected several grammar and bracket mistakes throughout the Player Dialogue recoloring. Nothing major. 
- Attempted to fix some of the "Bimbo Talk" if your Intelligence is low though I think some more work needs to be done on it but now it shouldn't be so buggy and annoying. 
- I realized why Jensen's Waive Fee, Give Him What He Wants Scenario for Sexy and Sarcasm Dominant Moods don't show up sometimes. Apparently, I didn't create a variable on the off-chance that the Player uses this scenario but meets none of Jensen's requirements for being attractive, having big breasts or a big ass, for example. So now an entirely new dialogue has been added about him calling you ugly and then pretending you don't exist. If you receive this dialogue message, Jensen will be removed from the caravan and will no longer interact with you.
- The "AMS Walkthrough + Troubleshooting Guide" file has been separated into 2 stand-alone files: "AMS Troubleshooting Guide" and "AMS Chapter 1 Beginner Walkthrough." 
- The "AMS Troubleshooting Guide" file has been updated, and formatted for easier reading. 
- The "AMS READ ME" file has been renamed, "AMS Stat Guide" and I have formatted it for easier reading. 
- The "AMS Chapter 1 Beginner Walkthrough" file has been completely redone/updated for Player convenience. Obviously, there is far too much content for me to go into detail about in some sections, especially all the different scenarios and how those scenarios are affected by Dominant Mood and Player Choices, but I have provided a basic overview of the Chapter that beginners should (hopefully) find helpful.  

Game Expansion
- The Rest Command, Scavenge Scenario recode and rewrites are fully completed. Let me know if you run across any bugs. 
- The Rest Command, Shelter Scenarios have been completely recoded and rewritten. Again, let me know if you run across any wonkiness while using them. 
- The Day/Night Travel Command has it's general Night Time description finished, which takes into account Weather and Season. 
- Event: "Warrior Memory Loss" has been written but is not coded into the game yet. 
- Event: "Shadows in the Trees" has been written but is not coded into the game yet. 
- Event: "Robbery" has been mostly written but is not coded into the game yet. 

Transformations
- I have completely restructured the Goblin Transformation from top to bottom and made it more Gender neutral as well (meaning I can use this script for both Male and Female characters). This restructuring removes the randomness of the transformation process (meaning every single time you have sex with a Goblin (or in the future take a Goblin Potion) you will encounter a different transformation (if you have 0 Resist). You might also have a possible randomized stat variable as well that goes in line with a goblin's nature such as Corruption etc.

Sex
- Rold's sex scenes are now repeatable (once you have met him) via the Proposition verb. You can also have sex with him for the first time with this verb as well. I rewrote several scripts for this so that the lead up makes sense in this context. Pregnancy and Transformations can be procced during this.

Travel
- I have written the main story-line dialogue for three major events while I was in the middle of moving. Obviously, the variables haven't been added into them yet and they haven't been coded into the game. But I would like to provide some summary of each and some of the choices that will be offered once they are ready (which should be around the 15-18th of September). 
Event 1: The Warrior's Memory Loss
Location: ROCKY CLIFFSIDES  (EAST)
Summary: You can choose to investigate the sounds of struggle. When you arrive, if you choose you meet a warrior who is fighting invisible monsters and seems to be struggling with memory loss. Depending on your Dominant Mood and other factors, you can uncover some information from him or he will attack you. You do have the option of killing him too depending on the circumstances! How will you react to him?
Event 2: The Shadow In The Trees
Location: EAST BYWAY (SOUTHEAST)
Summary: As you walk along you suddenly notice that the entire area of forest around you has become abnormally quiet. Upon glancing up, you see a pair of gleaming eyes watching you from the trees...How will you react? Is this perhaps a second companion or an enemy watching you from the shadows and waiting to strike...
Event 3: The Robbery
Location: MIDDLE FORK (SOUTH)
Summary: As you trudge through the forest, you suddenly hear a call for help. Could this possibly be a trap, or perhaps a person in distress? Depending on several variables you can investigate this scene or ignore it entirely. Will you report it to the guards later on? Or will you leave the person or people to their fate? Be careful because danger lurks around every corner. 
**In any case, I'm hoping to have the variables for these written and all of them coded into the game by the 15-18th for the Mid-Month Beta Update. In the meantime, I will be writing more of them at night ^_^ ** 

Other
- I've continued tinkering around with the Rest Command again.
*The Supply Scavenge scenario has been completely redone and now takes into account a number of new variables that it didn't have before. I've also drastically reduced the size of the code because it was sometimes causing Quest to crash. It no longer has a fixed/static Random Chance either and now incoporates the Player's Background, the Player's Speciality, the Player's Skill-Set, it also now includes current Weather and Time Of Day as factors. You start with a 65% chance of success. The Thief Background earns you +3% chance and so does the Big Saver Speciality; If the Player's Thief Skill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. Only Storm Weather affects your ability to Scavenge supplies which is -10% toward your chance, all other Weather conditions give a +3. If the Time of Day is Night, you will lose a -10% chance to Scavenge as well. Seasons do not play a role in the success/failure of a Scavenge. Scavenging has a 50% chance to take 1 Time of Day Cycle and can be done infinitely too (just watch your Health)! 
If you successfully scavenge; You have a 50% chance to find both a Small and a Large Stick or if that doesn't proc, a 25% chance to find a Large Stick and if that doesn't proc, you will find a Small Stick. You will also lose between 1-3 Health with every scavenge. 
If you fail your scavenge; you will lose betwee 1-3 Health and obviously come up empty-handed in your search. Don't be discouraged though! You can always try again. (You failing does not mean your allies will either (explained below))!
You also have the choice to send allies, like Aaleahya, out to Scavenge as well. This has a 20% success rate toward finding extra loot/supplies at the cost of 1-3 Health. If your Corruption is 50 or above, you will command her which will force you to lose a Relationship Point with her. If your Corruption is 49 or under, no Relationship Points will be lost. 
If Aaleahya successfully scavenge; she will have a 50% chance to bring you either a Large Stick or a Small Stick. 
If Aaleahya fails her scavenge; She will lose between 1-3 Health. 
((Other allies might have the ability to hunt for supplies OR sticks but that will be decided later)). 
*The Construct A Shelter scenario has been completely redone and now takes into account a number of new variables that it didn't have before, although they are different between having No Shelter and having a shelter and so are the rewards. Right off the bat, shelters no longer restore Health. Instead, they give the Player Resist (for the first two scenarios, No Shelter and Debris Shelter) and stat increases for the latter (Lean and Sub Shelters). The difference Chance outcomes between No Shelter and the rest of the scenarios are as follows: 
No Shelter: has no predetermined conditions and starts at a base 75% chance of success. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -20%. As for Weather conditions; Rain -30% chance, Storm -40% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -40% chance and all other months will give a +5% chance. So every little bit counts when dealing with the No Shelter scenario. There are definitely times when you should use it and times when you shouldn't. Having a success will advance the TOD by one. 
Success: This scenario now includes all Weather, TOD and Calendar Month variables. Though even with a success, if you try to rest without a Shelter in Winter Months (January, February, December), you have a 50% chance to lose between -1 and -5 Health. A success will grant a 75% chance to gain +1 Resist too. 
Failure: Same situation as above except you have no chance to gain +1 Resist.
WTDebris Shelter: has some predetermined conditions that must be met before a Shelter can be constructed. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large Sticks is reduced. Without it, you need, 4 Small Sticks and 5 Large Sticks. With it, you need 2 Small Sticks and 3 Large Sticks. Without the correct amount of sticks you will not be able to construct this Shelter. There is no Intelligence minimal for this Shelter either. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -15% chance, Storm -30% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one. 
Success: A success will grant a 100% chance to gain between +1 to +3 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 1% chance to gain either; +1 Maximum Health, +1 Strength, +1 Agility, +1 Intelligence, +1 Defense, or +1 Maximum Carry. 
Failure: You will be given back a Small Stick and a Large Stick but no chance to gain any Resist or any other stat advancement.
WTLeanShelter: has some predetermined conditions that must be met before a Shelter can be constructed. You must have 5 Intelligence or greater to construct this Shelter. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large sticks is reduced as well. Without it, the Shelter will cost 5 Small Sticks and 10 Large Sticks. With it, the cost will be 3 Small Sticks and 7 Large Sticks. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -15% chance, Storm -30% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one. 
Success: A success will grant a 100% chance to gain between +3 to +6 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 30% chance to gain either; +1 Maximum Health, +1 Strength, +1 Agility, +1 Intelligence, +1 Defense, or +1 Maximum Carry. 
Failure: You will be given back a 2 Small Sticks and 2 Large Sticks but no chance to gain any Resist or any other stat advancement. 
WTSubShelther: has some predetermined conditions that must be met before a Shelter can be constructed. You must have 5 Intelligence or greater to construct this Shelter. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large sticks is reduced as well. Without it, the Shelter will cost 10 Small Sticks and 15 Large Sticks. With it, the cost will be 7 Small Sticks and 10 Large Sticks. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -25% chance, Storm -35% chance (since rain + subterreanean shelter = bad idea) and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one. 
Success: A success will grant a 100% chance to gain between +6 to +10 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 75% chance to gain either; +2 Maximum Health, +2 Strength, +2 Agility, +2 Intelligence, +1 Defense, or +2 Maximum Carry. You will also gain +3 Relationship Points for all current companions that are with you.
Failure: You will be given back a 3 Small Sticks and 3 Large Sticks but no chance to gain any Resist or any other stat advancement. 
- The Day/Night Travel Command has it's main Night Time description finished, which takes into account Weather and Season. It also provides a lot more hints and other options that the Player can do to help pass the time to avoid traveling at night. It also offers alternatives by way of traveling with a light at night (hah rhyme). In addition, the script foreshadows different events that could possibly happen to the player if they choose to ignore the warnings. All of these pertain to the Whispering Thicket area.  
- Caravan, Nieva's pictures have been added to the game; both the Sympathy/Serious versions and the Sexy/Sarcasm versions. Thank you to our amazing character and background artist, Alexis Rillera. 
- I have commissioned the next character; Caravan, Freya. 

COMING UP:
1) Coding and adding variables to the three new events: 
The Warrior's Memory Loss, The Shadow in the Trees and The Robbery. 
2) Writing more event/story-line dialogue. 
3) Whatever is decided upon in the Poll. Check it out and vote!

Next Update:
03OCT19 
October, 3rd 2019

Poll
I decided to make a poll since there are a lot of directions we can possibly go right now in terms of the next few months of development. 

1) Focusing on Events in Chapter 2: I, at least, want 10 starting events at the beginning (2 for each of the five rooms) and 2 for day travel and 2 for night travel. Meaning 14 total events before moving on.

2) Item/Clothing Remaster: Getting Items and Clothing completely up-to-date. A lot of it has older code, especially some of the items and need a general recoding. This includes the transformation items. I've redone the Goblin Sex Transformations and I think they work a lot better now, so I may use that format for the rest of the transformation items as well. 

3) Creating all the known Enemies and their Entices. 

4) A little bit of each from above. 

5) My Original Plan: Complete the 14 travel events, go back and remaster items and clothing, revamp the transformations (close out Chapter 1) and then create all the known enemies for Chapter 2.

You can Vote HERE

So let me know what you guys think. ^_^
 Anonynn.  
4be78ee4 6d37 4fdc a628 11e4e03c3081 120x120 5x5 40x40
Apocamorphosis (AMS)
Public post
Hey everyone!
I'm sorry about the delayed update! I was supposed to do it yesterday but I was just completely exhausted and couldn't sit at the computer long enough to concentrate on it @[email protected] Now then, without further adieu, let's get started!

New Patrons
Before the update though, let's introduce some new Patrons; both new and returning, to the mix and get to know some of them before we start hazing them, bwahahahaha! 

New Patrons: Ghostrunner13113, Alejandro C., Asger N., Douglas K., Daniel M., Vionnox, Scott D B., Joe P. and Frick,

Returning Patrons: Robert S., Daposer and Tresage

Welcome all you newcomers and welcome back oldies! I just wanted to personally thank you for your very generous donations both big and small and I hope that I will get to know each and everyone of you over the course of the game's development. So be sure to shoot me a thank you message if you have time. I like it when people say hello ^_^ 

I also wanted to let you know that I will be sending out your Benefit Emails today, which will contain all of your codes and instructions on how to use them, so keep an eye on your email addresses! If you have absolutely any questions at all regarding them or the game's development please contact me in any way that is convenient for you. Here are some ways below...

Or you can comment on this post or send me a PM via Patreon. 

Thank you all again for your generosity, my family and I greatly appreciate your continued support and I hope that the game continues to immerse and draw you into it's story! 

News
So I'm still in the process of looking for a secondary programmer to help fix the Save System. I've posted on numerous forums and am now waiting for responses. Hopefully someone will come forward since I'm offering like 200-$300 to the person that fixes it. ^_^ 

Also, the character art for Nieva is almost finished and I'll be commissioning the Chapter 2 background art after that. 

In addition, Studio Cafafo are finishing up the main ambient music for Chapter 2 and have offered to make some sound effects for the game; for example, sounds for opening and closing the menus, opening up the stats page and that sort of thing. So that's pretty exciting! 

Also, the end of this month/beginning of next might get a little hectic for me as I will be moving to a new city and working at a new job. This shouldn't affect my work on the game too much except for the days that I will be actually moving and setting up furniture. I'll let you guys know when it's happening but during that time if you don't hear from me for a few days, it'll be because I don't have internet. I should still be on Twitter though and able to answer emails from my phone ^_^ 

Update AMS 0.34C-Beta Release

Welcome to the first ever, 0.34C-Beta Release. 

This is the Mid-Month Beta for $5+ Patrons as a little thank you from me for supporting the game. Here is the changelog so far for what's different/added/fixed for this version. 

v0.34C-Beta Release
Bug Fixes/Changes
- Fixed: an Index Error with the Rest Command regarding building Shelters.
- Added Rold's Sex variable. 
- Fixed a couple of spelling errors and grammar mistakes here and there throughout the Rest Command. Nothing major, just a couple of minor things from typing too fast >.< . If you see anymore, let me know.
- Removed the Flirt Verb with Rold and replaced it with Proposition (which will allow you to have sex with Rold if you haven't yet, or to repeat sex with him if you want to). This means there are roughly three variations of this scene. Obviously, you must meet the right parameters by being Female as he will reject Male companionship. This option is available for all Dominant Moods. You cannot use this option until you have actually met Rold. You will earn +2 Relationship Points with him per bang. Remember the scenario slightly changes based on several factors including how much Lust and how Horny you are. 
- Changed the Chit Chat Verb with Rold and replaced it with Idle Conversation. This verb is repeatable to an extent. Each time you use it, there's a 50% chance that it'll be removed from available topics. But when you use it, you have a 50% chance to gain +5 Relationship Points with him, or a 33% chance to lose -3 Relationship Points with him. There's also a third scenario where neither scenario happens (which will NOT trigger the topic removal). You can repeat this until the topic is removed by the proc. Probably a good thing since you shouldn't bother Rold more than you have to! You cannot use this option until you have actually met Rold. 
- I greatly reduced the size of the game file, hopefully this will allow me to start uploading to Quest Text Adventures again. If not, well, smaller game means easier to load and less prone to crashing! Hurrah! 
- Fixed a missing script with Rold's, Flirt With Him Scenario for Sexy Dominant Mood Males. I guess during the massive rehaul when that entire script was throwing a Memory Error that one script got lost somewhere! It has been restored. 
- Having Sex with Rold is now properly updated in the Player's Stats. 
- Fixed a couple of expression errors with Jensen. Let's see if they stay fixed this time >.< ! These expressions sometimes cause errors to pop up. 

Game Expansion
- The Rest Command, Scavenge Scenario recode and rewrites are fully completed. Let me know if you run across any bugs. 
- The Rest Command, Shelter Scenarios have been completely recoded and rewritten. Again, let me know if you run across any wonkiness while using them. 

Transformations
- I have completely restructured the Goblin Transformation from top to bottom and made it more Gender neutral as well (meaning I can use this script for both Male and Female characters). This restructuring removes the randomness of the transformation process (meaning every single time you have sex with a Goblin (or in the future take a Goblin Potion) you will encounter a different transformation (if you have 0 Resist). You might also have a possible randomized stat variable as well that goes in line with a goblin's nature such as Corruption etc.

Sex
- Rold's sex scenes are now repeatable (once you have met him) via the Proposition verb. You can also have sex with him for the first time with this verb as well. I rewrote several scripts for this so that the lead up makes sense in this context. Pregnancy and Transformations can be procced during this. 

Other
- I've continued tinkering around with the Rest Command again.
*The Supply Scavenge scenario has been completely redone and now takes into account a number of new variables that it didn't have before. I've also drastically reduced the size of the code because it was sometimes causing Quest to crash. It no longer has a fixed/static Random Chance either and now incoporates the Player's Background, the Player's Speciality, the Player's Skill-Set, it also now includes current Weather and Time Of Day as factors. You start with a 65% chance of success. The Thief Background earns you +3% chance and so does the Big Saver Speciality; If the Player's Thief Skill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. Only Storm Weather affects your ability to Scavenge supplies which is -10% toward your chance, all other Weather conditions give a +3. If the Time of Day is Night, you will lose a -10% chance to Scavenge as well. Seasons do not play a role in the success/failure of a Scavenge. Scavenging has a 50% chance to take 1 Time of Day Cycle and can be done infinitely too (just watch your Health)! 
 If you successfully scavenge; You have a 50% chance to find both a Small and a Large Stick or if that doesn't proc, a 25% chance to find a Large Stick and if that doesn't proc, you will find a Small Stick. You will also lose between 1-3 Health with every scavenge. 
 If you fail your scavenge; you will lose betwee 1-3 Health and obviously come up empty-handed in your search. Don't be discouraged though! You can always try again. (You failing does not mean your allies will either (explained below))!
 You also have the choice to send allies, like Aaleahya, out to Scavenge as well. This has a 20% success rate toward finding extra loot/supplies at the cost of 1-3 Health. If your Corruption is 50 or above, you will command her which will force you to lose a Relationship Point with her. If your Corruption is 49 or under, no Relationship Points will be lost. 
 If Aaleahya successfully scavenge; she will have a 50% chance to bring you either a Large Stick or a Small Stick. 
 If Aaleahya fails her scavenge; She will lose between 1-3 Health. 
 ((Other allies might have the ability to hunt for supplies OR sticks but that will be decided later)). 
 *The Construct A Shelter scenario has been completely redone and now takes into account a number of new variables that it didn't have before, although they are different between having No Shelter and having a shelter and so are the rewards. Right off the bat, shelters no longer restore Health. Instead, they give the Player Resist (for the first two scenarios, No Shelter and Debris Shelter) and stat increases for the latter (Lean and Sub Shelters). The difference Chance outcomes between No Shelter and the rest of the scenarios are as follows: 
 No Shelter: has no predetermined conditions and starts at a base 75% chance of success. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -20%. As for Weather conditions; Rain -30% chance, Storm -40% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -40% chance and all other months will give a +5% chance. So every little bit counts when dealing with the No Shelter scenario. There are definitely times when you should use it and times when you shouldn't. Having a success will advance the TOD by one. 
 Success: This scenario now includes all Weather, TOD and Calendar Month variables. Though even with a success, if you try to rest without a Shelter in Winter Months (January, February, December), you have a 50% chance to lose between -1 and -5 Health. A success will grant a 75% chance to gain +1 Resist too. 
 Failure: Same situation as above except you have no chance to gain +1 Resist. 
 WTDebris Shelter: has some predetermined conditions that must be met before a Shelter can be constructed. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large Sticks is reduced. Without it, you need, 4 Small Sticks and 5 Large Sticks. With it, you need 2 Small Sticks and 3 Large Sticks. Without the correct amount of sticks you will not be able to construct this Shelter. There is no Intelligence minimal for this Shelter either. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -15% chance, Storm -30% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one. 
 Success: A success will grant a 100% chance to gain between +1 to +3 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 1% chance to gain either; +1 Maximum Health, +1 Strength, +1 Agility, +1 Intelligence, +1 Defense, or +1 Maximum Carry. 
 Failure: You will be given back a Small Stick and a Large Stick but no chance to gain any Resist or any other stat advancement. 
 WTLeanShelter: has some predetermined conditions that must be met before a Shelter can be constructed. You must have 5 Intelligence or greater to construct this Shelter. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large sticks is reduced as well. Without it, the Shelter will cost 5 Small Sticks and 10 Large Sticks. With it, the cost will be 3 Small Sticks and 7 Large Sticks. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -15% chance, Storm -30% chance and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one. 
 Success: A success will grant a 100% chance to gain between +3 to +6 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 30% chance to gain either; +1 Maximum Health, +1 Strength, +1 Agility, +1 Intelligence, +1 Defense, or +1 Maximum Carry. 
 Failure: You will be given back a 2 Small Sticks and 2 Large Sticks but no chance to gain any Resist or any other stat advancement. 
 WTSubShelther: has some predetermined conditions that must be met before a Shelter can be constructed. You must have 5 Intelligence or greater to construct this Shelter. If you have the Tier 1 Defense Skill, Brick House, the cost of Small and Large sticks is reduced as well. Without it, the Shelter will cost 10 Small Sticks and 15 Large Sticks. With it, the cost will be 7 Small Sticks and 10 Large Sticks. You start with a 75% chance of success rate. In the Morning Time of Day (TOD) you get a +5 chance, Afternoon TOD gives you a 5% chance, Evening TOD gives you a +3% chance and Night TOD gives you a -10%. As for Weather conditions; Rain -25% chance, Storm -35% chance (since rain + subterreanean shelter = bad idea) and all other Weather conditions; Clear and Cloudy will give +5%. Calendar Month makes an impact as well; January, February or December will enforce a -10% chance and all other months will give a +5% chance. So every little bit counts. Having a success will advance the TOD by one. 
 Success: A success will grant a 100% chance to gain between +6 to +10 Resist. And Weather, TOD or Calendar Month does not affect a success. You also have a 75% chance to gain either; +2 Maximum Health, +2 Strength, +2 Agility, +2 Intelligence, +1 Defense, or +2 Maximum Carry. You will also gain +3 Relationship Points for all current companions that are with you.
 Failure: You will be given back a 3 Small Sticks and 3 Large Sticks but no chance to gain any Resist or any other stat advancement. 


--------------------------------------------------------------
That's pretty much it for the time being! 
If you have any issues, let me know and I'll be happy to help!
BE SURE TO REPORT ANY BUGS YOU COME ACROSS SO I CAN FIX THEM. Just type "Anonynn" (without quotations) into the Command Bar and it will bring up a link to my email. ^_^ 


Anonynn. 
4be78ee4 6d37 4fdc a628 11e4e03c3081 120x120 5x5 40x40
Apocamorphosis (AMS)
Public post
Hey everyone :D 

I hope you've all been having a wonderful month and if not, well, I'm always around to talk if you need it (and no, it doesn't need to be about the game)!
Anyway, let's stop the dilly-dally and get on with this update. 

Patrons:------------------------
So before announcing who the new people are and hazing them. Bwahah! I need to remind everyone as per discussed in the last two discussion posts/updates, this month the game is moving from $1 for the newest version to $3 and $5 and above will get Mid-Month Beta Releases. Previous versions will still be free.

If you need to discuss this with me, please do so by all means.

Anyway! Let's meet the newbies since we don't have any returning Patrons this month. Please give a warm welcome to the following individuals and let's keep the hazing to a minimum! ^_~  

Newbies: Dragonin, Samuel P., Duncan F., Nathaniel K. and Fenrir22
Welcome welcome welcome! 

First off, as always, I want to personally thank you for your contributions/donations toward the game's development. Without people like you, I couldn't spend so much of my day developing and writing, so for that, my family and I thank you from the bottom of our hearts. Thank you!

With that said, if you absolutely need anything at all, please don't hesitate to contact me, especially if you are alone around the holiday seasons. You can get in touch in a variety of ways. See below...

EMAIL:
[email protected]



All of these are also found on the game's front page of Patreon as well ^_^
Also, if you are waiting for your codes, I should be sending out the Benefit Emails tomorrow at some point. It will contain all the codes and explanations on how to use them, as well as everything that your donation came with. Keep in mind, Patreon itself controls declined payments and all that jazz, so if something hasn't been processed, it might not allow you access to the download links, etc. If you have any problems just let me know and I'll do my best to help you.

Anyway, thank you all again for your generosity. It is very much appreciated. And thank you for believing enough in the game to donate toward it's continued development. :D

News:------------------------
*I haven't been able to find a secondary programmer yet to help fix up and update the Save/Load System. I have sent messages to numerous programmers though and am waiting to hear back from them. I'll continue the search until we find a trustworthy one who has the time/commitment needed for AMS. Just hold onto your butts for the time being, you guys will know something the moment I do. 

*In other news, I have commissioned another piece of music from Studio Cafafo. It will be the Whispering Thicket's main ambient theme! I can't wait to see what they develop and I can't wait for you all to hear it as well!

*Because of my vacation (first one ever) earlier this month, I lost about a week and a half toward development---I don't think it hindered things too much but keep in mind that I will be moving sometime this month and have been looking for work in the new cities we plan to live in. Until the game makes enough to support me full-time this is a necessary evil we'll have to deal with. x) 

I think that's about it regarding the major news. Now, let's get onto the changelog for this update. If you are confused about anything in it, please contact me
 AMS v0.34B ChangeLog:------------------------ 
Bug Fixes/Changes
- I've rewritten the main Waterhole room description so it's more race friendly and a little less clunky. I've also added in Weather/Season effects to help with continuity and immersion (since it didn't have Weather/Season effects before). The arrival scripts have been slightly changed as well to reflect the newly implemented (to that room) Weather/Season scripts. I've adjusted the Search percentages for that room as well so now they correctly have an even chance. The Waterhole, Dirty Pond, Fill Container verb, the Drink verb and the Wade and Bathe verbs will no longer show up in the Winter Seasons either. In the Winter Season, a new verb 'Settle in the Snow' will replace Wade and Bathe; which will take Dominant Mood, Weight, Lust, Horny and Nakedness into account. TOD in that room has been statically set to Early Afternoon as well. Doing this will allow me to finally write the different directions the Player can go when leaving the Caravan and once I complete the Day/Night travel scripts, I'll add it to each of them. 

- I've reworked all of the Exits/Directions and their descriptions in the Winding Wood so now they correctly correspond to the new room reworks and Exits.
The West Byway has become the East Byway
The Hyhot Steppes has become Hyhot Pass
Old Canopy Road has become Canopy Pass
Whispering Wood 2 has become the Rocky Cliffsides
Vaughan Pass has become the Middle Fork
Whispering Wood 3 has become completely deleted. 
This is because I've reworked the Whispering Thicket Map so that it more directly reflects the shape of the main Auvora Map. ^_^
- To lessen the strain on Quest when trying to load the gigantic Rest Command script; I've broken even single script into it's own separate function. This will help reduce errors, help me catch errors more easily if any crop up and will speed up the response/load time once that Command is called. It should be a significant improvement. 
- To lessen the strain on Quest when trying to load the huge Day/Night Travel Mini-Events and the general Room Events which will be giant in their own rights. Like, the Rest Command, I've broken even single Event Script into it's own separate function. This will help reduce errors, help me catch errors more easily (if any crop up) and will speed up the response/load time once that Command is called. It should be a significant improvement. 
- Rabbit Meat has become Generic Meat. And instead of restoring between 1-3 Health, consuming it now restores between 5-10 (meaning food and water can be sustainable sources of Health). I wanted to move away from specifically named meat so that I can use this meat in a variety of locations without needing to suspend one's disbelief about finding a specific animal in a specific place. Plus, this allows the Player to use their imagination. In addition, increasing the amount of Health you get from this meat makes it extremely viable to collect during Trapping, especially when Health Potions are scarce. 
- I've removed all types of Meat from the game except for two types: Generic Meat and Quality Meat. (I may add fish in there too eventually but I want it to be separate from the Rest Command).


Game Expansion
- New Caravan NPC named, Devin Kraninski. See details in "Other". 
- The 5 rooms; The East Byway, Hyhot Pass, Canopy Pass, Middle Fork and the Rocky Cliffsides surrounding the Winding Wood in the Whispering Thicket of Chapter 2 have been renamed and their directional Exits reworked. The Winding Wood description of these Exits now match the rooms and the new Whispering Thicket Map as well.  
- DayNight Travel general descriptions in the Whispering Thicket have been completed for all TOD and Weather/Season scenarios. The only section that still needs work is the Nighttime Travel General Description. 
-Most sections of the Rest Command has been revamped/rewritten/recoded and now accounts for all TOD/Weather/Seasons. The only one that still needs a little work is the Build a Shelter Scenario and the Scavenge Scenario.


Travel
- Remastered the Rest Command as it was in need of a slight/minor update (there is still one little section to go). 
- I've rewritten the Regular Day/Night Travel Function's general description to include; Morning, Afternoon, Evening time of day's in accordance to all seasons, including: Spring, Summer, Fall and Winter. Aaleahya is also a variable assuming she is with you and alive. But anyway, in addition to certain rooms throughout Chapter 2 having random scenarios of their own known as Room Events, there will be this function which will proc 10% of the time in the Day and 100% at Night which will provide additional scenarios for the Player to encounter (they just aren't as grand in scope as the specific Room Events). Day and Night have their own unique but separate scenarios that can happen in the few hours of travel between each room in the Whispering Thicket. 
Day Procs have 4 Scenarios; 
REVITALIZATION
A chance to gain back some health or gain other stats. 4 Scenarios. Incomplete.
ENEMY SCENARIO
A chance to encounter a random enemy native to the area. 4 Scenarios. Incomplete.
LOOT SCENARIO
A chance to find loot from any loot table. 4 Scenarios. Incomplete.
PERFORMANCE/SKILL SCENARIO
A chance to earn some gold/lodging/sex and other prizes depending on your entertainment skills, like Juggling for example. 4 Scenarios. Incomplete.
****
Night Procs have 4 Scenarios (assuming you choose to travel at Night) *these procs are skipped if you have a light on, ie Lantern or Aaleahya*; 
TRAP/PITFALL SCENARIO
A chance to fall into some kind of trap which may cause Resist/Health loss or transformations. 4 Scenarios. Incomplete. 
ENEMY SCENARIO
A chance to encounter a random enemy native to the area. 4 Scenarios. Incomplete.
LOOT SCENARIO
A chance to find loot from any loot table (although in more creepy ways). 4 Scenarios. Incomplete. 
LOST/HURT SCENARIO
A chance to lose health/resist and recieve clothing damage. 4 Scenarios. Incomplete. 
This totals about 32 possible scenarios which are also affected by TOD and Weather and other Player Stats. More details will come as they are written. 
These are NOT ROOM EVENTS. Random Room Events are something completely different for each set of Rooms.


Patreon/Patron/SubcscribeStar/Twitter
- I have added "Master Dahmer" to the game's Help Guide, thank you page. Thank you again for your wonderful donation! ^_^
- I have added "Yuki the Yeen" to the game's Help Guide, thank you page. I appreciate your generosity! 
- I have added "Arsenal" to the game's Help Guide, thank you page. Thanks again for your support! It's a big help!
- I have created a Twitter account to help connect me to fans of the game (so if I'm out of the house, there is still a way to contact me directly). Hopefully, it'll allow me to answer questions/inqueries on-the-go as well. In any case, I'll try to post there regularly to keep everyone updated on my work. You can find the game's Twitter at the address below. https://twitter.com/Anonynn1 
- I have requested another piece of music for the game: It will be the main theme for Chapter 2 and will be forest ambience. Thank you Studio Cafafo! 
- Game has a new and upcoming website that I designed from the ground up. You can find it below. This will eventually replace the Blog (in the future). Also, I would like to acknowledge the original version of the website by NBD.
www.txtams.com


Other
- I have added several more questions to the game's FAQ (which comes with the game when you download it). Check them out if you're interested in commonly asked questions regarding development and all that jazz. 
- I've added a new Caravan NPC named, Devin Kraninski. He has a minor Corruption variable and his description changes slightly with Dominant Mood (the same as the others). He does not care whether you are Naked (top or bottom) and will speak with you just the same. He is often found reading poetry and gives the Player advice via poetry. If you can unravel what he's saying, it may help you on your journey. 
- I've started tinkering around with the Rest Command again and getting it ready for all Weather/TOD descriptions. At the moment I've fixed/improved the general stopping descriptions and included Aaleahya in them if she is in your party. She has anywhere between 6-10 reactions for each time you stop. I may add more later but for the time being those will be enough. Other companions will be added as the game continues. Failing or Succeeding in any task will automatically recall the Rest Menu as well. All fires have a chance to cure Cold Status Ailments and Sick Status Ailments and have a chance to heal the Player.  
*The Build A Fire scenario has been completely changed and will no longer be a fixed random chance (it was a fixed 20% chance of failure before). It now incorporates, the Player's Background, the Player's Speciality, the Player's Skill-Set and it incorporates current Weather. 
Farmer or Explorer Backgrounds earn you a +3, a Monkish speciality will give you a +3, and if the Player's Forgeskill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. However, if it's Raining you will lose -40% to that chance and -50 if it's Storming. So every little bit counts. 
A Small Fire has a base 75% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 1-3 Health Gain.
Costs 3 Small Sticks and 0 Large Sticks
A Group Fire has a base 65% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 4-10 Health Gain.
Costs 6 Small Sticks and 1 Large Stick
A Large Fire has a base 55% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 5-15 Health Gain.
Costs 9 Small Sticks and 3 Large Sticks
Small Fires: 10% to cure Cold Status Ailments.
10% to cure Sick Status Ailments. 5% to gain +1 Maximum Health. 
Group Fire: 25% to cure Cold Status Ailments.
25% to cure Sick Status Ailments. 15% to gain +1 Maximum Health. 
Large Fire: 75% to cure Cold Status Ailments.
75% to cure Sick Status Ailments. 45% to gain +1 Maximum Health. 
*The Construct A Rain Catch scenario has been completely redone and now takes into account a number of variables. It now incorporates, the Player's Background, the Player's Speciality, the Player's Skill-Set and it incorporates current Weather. The Player will not be able to Construct a Rain Catch during Winter Months; January/February and December nor will they be able to construct one if it isn't Raining or Storming. If the rest of the conditions apply, it will cost 1 Small Stick. There is 65% base chance to succeed but the factors below can help boost or lower that chance. 
Instructor or Explorer Backgrounds earn you a +3, a Fashionable speciality will give you a +3, and if the Player's TailorSkill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. If the Player is Sick, Poisoned, Cold, or Shocked they will lose -5% but if the Player is Healthy they will gain +5%. So every little bit counts. 
If you successfully create a Rain Catch, you will be able to find it in the "Surroundings Pane". It also has roughly 5 uses before being completely destroyed. It can also hold up to 3 uses of water (unless it's Raining or Storming then the uses of water are infinite). Using the Rain Catch in any way (unless it's dry) dimishes it's durability by 20% each and everytime. You can find out the condition of your Rain Catch and how many uses your Rain Catch has left in it's general description. The Rain Catch cannot be taken with you.Verbs found below...
*Drink: If you drink from the Rain Catch, you reduce it's durability by 20% but if it is Raining or Storming, the amount of Water inside will NOT decrease. You can also between 1 and 3 Health. In addition, you have a 1% chance to cure the Sick Ailment.
*Collect: If you Collect from the Rain Catch (like in your Waterskin, for example), you can store the contents for a later use.
*Disassemble: If you opt to dis your raincatch before the weather and durability take it's toll, you have a 50% chance to retrieve the Small Stick needed for it's construction.  
*The Build A Trap scenario has been completely redone and now takes into account a number of variables. You still need an Intelligence of 5 or greater to be able to construct Traps. It now incorporates, the Player's Background, the Player's Speciality, the Player's Skill-Set and it incorporates current Weather. Hunter earns you +15% chance and Explorer Backgrounds earn you a +3% chance. a Warrior at Heart speciality will give you a +3, and if the Player's Meditation Skill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. However, if it's Raining you will lose -30% to that chance and -40% if it's Storming but if neither of these Weather effects are happening you will gain a +3%. Seasons also play a role; Winter Months (January, February, December) will cause a 10% chance reduction but all other months will cause a +10% chance increase. If the Time of Day is Night, you will gain a +5 for trapping as well. So every little bit counts. All Traps take two Time of Day cycles. 
A Small Trap has a base 60% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 
Costs 3 Small Sticks and 0 Large Sticks. You have a 20% chance to catch an additional animal as well, which will yield Generic Meat. ((Generic Meat is all you can obtain from Small Traps)). This trap takes 2 Time of Day cycles. 
The Prey for Three has a base 50% chance to Succeed. But factors mentioned above will either increase or decrease that chance. 
Costs 6 Small Sticks and 3 Large Stick. You have two 20% chance(s) to catch an additional animals as well, which will yield either Quality Meat or Generic Meat (50/50 chance). This trap takes 2 Time of Day cycles. 
A Large Trap has a base 45% chance to Succeed. But factors mentioned above will either increase or decrease that chance.
Costs 9 Small Sticks and 6 Large Sticks. You have four 20% chance(s) to catch an additional animal as well, which will yield only Quality Meat. This trap takes 3 Time of Day cycles. 
*The Supply Scavenge scenario has been completely redone and now takes into account a number of new variables that it didn't have before. I've also drastically reduced the size of the code because it was sometimes causing Quest to crash. It no longer has a fixed/static Random Chance either and now incoporates the Player's Background, the Player's Speciality, the Player's Skill-Set, it also now includes current Weather and Time Of Day as factors. You start with a 65% chance of success. The Thief Background earns you +3% chance and so does the Big Saver Speciality; If the Player's Thief Skill is between 2-3 you will gain a +3, a skill between 4-6 will gain you a +6 and a skill between 7-10 will gain you a +9 chance. Only Storm Weather affects your ability to Scavenge supplies which is -10% toward your chance, all other Weather conditions give a +3. If the Time of Day is Night, you will lose a -10% chance to Scavenge as well. Seasons do not play a role in the success/failure of a Scavenge but it will effect Health which will be an extra -2 Health per Scavenge during Winter Seasons (this is a 50% chance affect). So every little bit counts. Scavenging takes no Time of Day Cycles and can be done infinitely too. 
You also have the choice to send allies, like Aaleahya, for example, out to collect supplies too. This is a 20% success rate toward finding extra loot/supplies at the cost of -2 Health. If your Corruption is 50 or above, you will command her which will force you to lose a Relationship Point with her. If your Corruption is 49 or under, no Relationship Points will be lost. (You failing does not mean your allies will either)!
- New Object: "Rain Catch" which you construct via the Rest Command. It has a Durability of 100 and up to 3 uses for obtaining Fresh Water. If it's Raining or Storming, the uses get replenished infinitely. Every use of the Rain Catch reduces it's durability by 20%. The Small Stick used to create it also has a chance of being recovered as well. 
- New Object: "Quality Meat" which you can receive while Building A Trap with the Rest Command. Consuming Quality Meat can increase your Health between 11-20. You'll also have a 3% chance to increase your Maximum Health by +1 as well. 
NEXT UPDATE: ------------------------  
9/5/2019
September 3rd 2019 
COMING UP: ------------------------  
*Last touches to the Rest Command (Shelters)
*Last touches to the minor Travel Event Functions (Night time descriptions)
* Brand New Major Room Events + Minor Day/Night Travel Events
(there are roughly 32 possible events which are also affected by TOD and Weather and other Player Stats. I'm hoping to have at least 3 - 5 finished for both the Major Room Events and the Minor Day/Night Travel Events). So that means I'm aiming to get 10 events written.

I think that's about it....If you have any questions/comments/concerns etc, just let me know and I'll respond ASAP. See you around the 15th!

Anonynn.  


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Anonynn. 

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So, for the time being I've removed all the game's goals simply because I add things to it or fix older things in whenever I see that they need updating or improvement. Money shouldn't be an incentive to improve one's work and it isn't what drives me to work on the game. With that said though, if we happen to reach this goal, I will end up making this my full-time career which is what I've always wanted. Thank you for the donations!

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